Uploaded April 2026 | Updated September 2026, 2 weeks ago
Recorded live at GDC Festival of Gaming in San Francisco, this episode features Tom Guillermin, Co-Founder and CTO of Sandfall Interactive — the studio behind Game of the Year winner Clair Obscur: Expedition 33.
Tom pulls back the curtain on what it took to scale from a bedroom prototype to a 30-person studio:
Why Sandfall chose Perforce P4 from day one — and how UnrealGameSync made it the only call
Building bots to solve pipeline challenges at every stage of growth
How nightly builds and branch management held stability in the final push to launch
Recorded live at GDC Festival of Gaming in San Francisco, this episode features Tom Guillermin, Co-Founder and CTO of Sandfall Interactive — the studio behind Game of the Year winner Clair Obscur: Expedition 33.
Tom pulls back the curtain on what it took to scale from a bedroom prototype to a 30-person studio:
Why Sandfall chose Perforce P4 from day one — and how UnrealGameSync made it the only call
Building bots to solve pipeline challenges at every stage of growth
How nightly builds and branch management held stability in the final push to launch










