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
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




![From Chaos to Control: Building a Real-Time Animation Pipeline with Wyatt Ayars from Ozone
Building a production pipeline is challenging. Building one while producing a film is even harder.
In this episode, Jase Lindgren talks with Wyatt Ayars about Ozone Story Techs journey creating the interactive short film Like while simultaneously developing the tools behind it. Starting with a small team, shared file storage, and manual processes, the project eventually grew into a production pipeline built around Unreal Engine, ShotGrid, automation, and Perforce P4. Along the way, Wyatt shares practical lessons about scaling teams, simplifying artist workflows, and using AI as a force multiplier for technical development.
In this episode:
How Ozone used a film project to validate its rigging technology
The challenges of scaling production with Unreal Engine
Why version control became essential as the team grew
How AI accelerated pipeline development and automation
Lessons learned reducing technical overhead for artists
Career advice for technical artists, developers, and animators
Timestamps:
[00:00:00] Cold Open
[00:02:18] Project Origins
[00:03:29] Early Team Setup
[00:04:12] Ozone Rigging Explained
[00:05:00] Maya to Unreal Workflow
[00:06:07] Growing Pains Without Tools
[00:07:12] Version Control Conflicts
[00:10:34] ShotGrid and Perforce Shift
[00:13:39] LLMs for Pipeline Glue
[00:15:26] Automating Maya to Unreal
[00:20:08] Shot Publish Button
[00:22:41] Build Farm Round Trip
[00:23:57] Early Renders in Unreal
[00:24:47] Sequencing in Unreal
[00:25:58] Animator Submission Flow
[00:26:49] Common Pipeline Pitfalls
[00:28:08] Versioning vs Perforce
[00:34:13] Reducing Artist Clicks
[00:35:27] Embracing True Version Control
[00:37:01] References and Asset Drift
[00:39:27] Bespoke Pipelines and AI
[00:43:57] Future Bottlenecks in Rigging
[00:45:21] Lessons and Career Advice
[00:48:15] Wrap Up and Thanks From Chaos to Control: Building a Real-Time Animation Pipeline with Wyatt Ayars from Ozone](https://i.ytimg.com/vi/yBcMpjAQMyQ/mqdefault.jpg)




