Discover why Clair Obscur Expedition 33 is outperforming AAA games! A game developer explains why smaller indie studios without bloat can do well in the industry. See why Geeks and gamers prefer a game from Sandfall Interactive rather than AC Shadows.

Notes
• Why Expedition 33’s success proves small teams can outperform AAA
• Sandfall Interactive made the game with just 33 devs in 5 years
• It hit 1 million sales in only 3 days
• AAA studios keep delivering mediocre games despite massive teams
• Agile development works best with small, cross-discipline teams
• Explained how Agile and Scrum workflows function in game dev
• Why more developers = more meetings, more delays, and higher budgets
• The dangers of feature creep and bloated pipelines
• How smaller teams build stronger synergy and better working relationships
• Other successful small-team games like Valheim, Hades, Hellblade, and Black Myth Wukong

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⏰ Timestamps:
00:00 – Introduction
00:33 – Clair Obscur Expedition 33’s Success
01:47 – Agile Development
03:20 – Scrum
06:23 – Trade-offs to having larger size
07:33 – Other Smaller Successes
07:53 – Team Synergy

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#gaming #expedition33 #clairobscurexpedition33

Expedition 33 has released it’s doing great and 
people are loving it I’m going to explain to you   why smaller development teams are better when 
it comes to game development salaam my name is   Mustafa I am a professional game developer I 
have worked in the game industry at Treyarch   I’ve also worked at Zwift on their indoor cycling 
game currently I have a narrative driven tower   defense game on Steam called Nexus Defenders and 
I have a first person stealth horror game that’s   in the works coming soon you can find the links to 
both of the games below in the description these   recent years we’ve been seeing so many mediocre 
games come out from the AAA industry from Ubisoft   EA Sony Activision Microsoft all of them have 
been releasing games that are at best mediocre   but we’ve been seeing huge hits coming out of the 
double A industry as well as the indie industry   Clair Obscure Expedition 33 developed by Sandfall 
Interactive which is an indie studio in France   they developed this game with 33 developers it 
took them 5 years of development keep in mind   typical game development cycle takes around 3 to 
5 years on average in rare cases it will take much   longer for example Cyberpunk 2077 took about 8 
years to develop and within 3 days of the release   of Expedition 33 they already hit 1 million sales 
they didn’t use misleading language by saying 1   million players they said 1 million sales after 3 
days more importantly it is impressing people the   graphics are impressive people are saying they’re 
loving the story the gameplay is good it is a   fantastic game I’m seeing lots of people praise 
the game and I’m not really seeing people share   that they’re playing the game and disliking it 
so let me explain to you why smaller development   teams are better when it comes to video game 
and software development first of all the work   methodology that’s typically used within software 
development and video game development is called   agile to explain agile first of all you have your 
employees of different disciplines for example you   have your programmers your artists your designers 
QA producers and managers rather than having all   the programmers work together all the artists work 
together all the QA work together what agile does   is it breaks those disciplines into different 
teams and these teams own a different feature   or a system for example you’d have a team working 
on the combat system movement system narrative   inventory enemy AI etc etc for example let’s say 
you have 20 programmers you take two of those   programmers and you have them work on the combat 
system then you take one or two of the QA people   and you have them also work on the combat system 
take one game designer and you have them work on   the combat system and of course the combat system 
needs some effects as well so you have one or two   uh artists work on that combat system as well 
so then you have a team of about 10 people or   so working together on that combat system that’s 
generally how agile works you take different   members from the different disciplines you bring 
them together and they all work on a small portion   of the game or a small portion of the project now 
within agile there’s a methodology called scrum   scrum is basically when you set up specific 
milestones within certain increments such as one   or two weeks long and these two weeks are called a 
sprint and then the management decides we want to   hit these objectives within the next two weeks so 
to set this up you have a sprint grooming meeting   the sprint grooming meeting is when that team 
comes together and they look through all the   tickets on the system the tickets are all an 
objective that needs to be done and then they   decide which ones are of priority after the sprint 
grooming meeting there’s another meeting called   sprint planning this is after you look at the 
prioritized tickets and decide which ones we’re   going to do in this upcoming sprint these next 
two weeks and then you distribute them to the   different developers and have them work on those 
tickets on top of that you have a daily stand-up   meeting the daily stand-up meeting generally 
is about 15 minutes long everybody on the team   gets together and quickly explains what they did 
yesterday what they’re doing today any blockers   that they have blockers being issues that are 
preventing them from finishing their tasks and   then anything else that’s worth mentioning keep 
in mind 15 minutes goes by very fast when every   single person on a team needs to report what they 
did if you have 10 people on a team and you have   15 minutes everybody can’t take two minutes 
long explaining what’s going on because then   you’ll go over when you go over in a meeting that 
might affect the next meeting that people might   need to go to and that messes with the schedule of 
everybody then after the sprint is over there’s a   sprint review meeting the sprint review meeting is 
basically covering what got accomplished and then   after the sprint review meeting there’s another 
meeting called the sprint retrospective the team   gets together and provides feedback to each other 
on what went wrong and what they could have done   to improve and aside from those meetings 
there are all sorts of other meetings that   the different disciplines might need to go to for 
example engineers might need a tech sync meeting   where they go over code dependencies architecture 
changes or integration plans they might have a   feature review meeting and then there’s one-on-one 
code reviews artists have asset reviews in which   the leads or director provides feedback on the art 
assets beyond that there are more meetings such as   one-on- ones which is usually a supervisor with 
a subordinate there’s also an all hands meeting   which is the entire studio getting together 
there’s also cross team communication because   each feature and system does not exist in a vacuum 
there are dependencies between the features and   systems so the different teams need to communicate 
with each other let’s look at the trade-offs once   the teams start getting too big more teams mean 
more meetings you need more meetings for the   cross team communication bigger teams mean longer 
meetings if you have 20 people in a daily standup   then everybody has less than a minute to get their 
message out then you’d have to increase the time   of the daily standup same for all the other 
meetings I listed off you’d have to make them   longer plus this leads to slow decision making 
once you have so many teams and so much cross team   communication in addition you have feature creep 
because you have so many teams and the different   teams might run out of work so they need more 
work so you come up with more features and more   systems for them to work on while the other teams 
are working on what they’re working on and the   biggest downside is the budget the most expensive 
part of game development is paying everybody’s   salary when you literally have thousands of people 
working on a game that’s thousands of salaries to   pay even if you’re including outsourced work 
the outsourcing costs money too this is why   there are more and more smaller studios that 
are doing really well for themselves not just   Expedition 33 but we have other games like Black 
Myth Wukong Valheim Hades 1 and 2 even the first   Hellblade did really well and they’re not just the 
exception that it’s becoming more and more common   while on the other hand these larger studios are 
just churning out more and more mediocre games   and aside from all those downsides I mentioned 
earlier when you have a smaller team of people   you build stronger synergy the professional 
relationships between the developers becomes   more valuable due to the fact that they have a 
small tight team rather than hundreds of people   and hundreds of faces that they only see every 
once in a while let me know in the comments below   if you can think of any other successful game 
that was developed by a smaller studio anyways   thanks for watching again my name’s been Mustafa 
please hit the like and subscribe take care salaam

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