The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year) @PerforceSoftware
The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)  @PerforceSoftware
Uploaded April 2026 | Updated September 2026, 2 weeks ago
Recorded live at GDC 2026, Jase sat down with Tom Guillermin, Co‑Founder and CTO of Sandfall Interactive, to unpack how Clair Obscur: Expedition 33 grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things.

In this episode:

Why Sandfall Interactive chose Perforce P4 + Unreal over DIY versioning

How lightweight bots gave real‑time visibility and protected release branches

What enabling nightly builds across PC, Xbox, and PlayStation really looks like at a small studio

Tom’s advice for founders: technology should serve designers, not slow them down



Timestamps:

00:00 Live from GDC: introduction and episode setup
01:37 Awards buzz and early reception
02:56 From a bedroom prototype to a real studio

04:25 Outgrowing file sharing → moving to Perforce P4
05:28 Unreal Engine integration and workflow setup

07:32 DevOps realities and nightly builds at a 30‑person studio
10:20 Discord bot for real‑time Perforce visibility
13:51 Scrappy tools vs. Over‑engineering

25:55 Exclusive file locking and milestone approval bot
28:19 Protecting release branches without slowing the team

37:07 The integration bot: managing dependencies across branches
40:18 What happens when a nightly build goes wrong

46:17 Advice for new studio founders
48:52 Building tools designers actually want to use
50:28 Using Unreal Sequencer for all skills
52:09 Closing remarks





Speakers:

Jase Lindgren, Sr. P4 User Advocate

Tom Guillermin, CTO & Founder, Sandfall Interactive



Find Us Online:

Perforce.com

perforce.com/podcasts/p4/in-development

linkedin.com/company/perforce
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The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)

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