An ongoing debate exists in the video game industry about the advantages and limitations of small versus large development teams. Hideo Kojima, the well-known creator behind titles like Death Stranding, has recently addressed this topic while discussing the work of Sandfall Interactive on their game Clair Obscur: Expedition 33. While many fans and industry observers admire games built by intimate teams, there are misconceptions about the reality behind headline-making projects. The practicalities of game development often blur the boundaries between a core staff and the broader network of contributors, shaping the final product in unseen ways.
Past reports regarding Clair Obscur: Expedition 33 have highlighted the surprising scale of its development, sometimes positioning it as a product of a compact, underdog team. Early press coverage leaned into the notion that fewer than 30 people built the entire game, fostering a compelling narrative around its success. However, subsequent disclosures, including database credits, confirmed the involvement of hundreds of contracted professionals beyond the core developers. Thus, while the credited scale of the internal team sparks interest, actual production required vast, external participation, as is common in the contemporary gaming landscape.
What Drives Kojima’s Admiration for Sandfall Interactive?
Kojima expressed his admiration for Sandfall Interactive, not only for delivering a commercially successful title but also for maintaining a compact internal team structure while managing a large-scale project. Speaking at an Australian event, Kojima remarked on the appeal of small teams, referencing his experience with Kojima Productions and the challenge of scaling operations.
“They only have like 33 team members and a dog. That’s my ideal when I create something with a team,”
he said, reflecting on the creative control and cohesion possible with fewer staff.
Does Clair Obscur: Expedition 33 Exemplify True Small-Team Development?
In reality, the core team at Sandfall Interactive numbered around 30, a figure far below industry norms for large projects. However, an examination of the game’s credits reveals the participation of over 400 contributors, including external contractors and voice actors. This wider collaboration highlights the complexity and scale of game development, where the core vision is supported by expansive partnerships and specialized skills, regardless of the primary team’s size.
How Do Industry Trends Influence Studio Team Sizes?
Kojima reflected on his own studio’s evolution, explaining that Kojima Productions started with just six people but has since expanded beyond 200 employees, especially during the Covid-19 pandemic. He recounted discussions with film director George Miller about aiming to cap the number at 150, a benchmark that soon became difficult to maintain. This illustrates the persistent tension between creative intimacy and the logistical demands of constructing major titles, a tension experienced by many developers in an increasingly complex industry.
The discussion around Clair Obscur: Expedition 33 and Kojima’s viewpoint provides insight into how perception shapes reality in game development. Audiences and industry figures often celebrate the idea of small, nimble teams building blockbuster products, but large-scale outsourcing and contract work remain integral to the process. Sticking to a small core provides certain creative benefits, but orchestrating successful AAA releases typically requires significant external collaboration. Readers seeking to understand industry practices should note that credits data, not surface-level narratives, offers a more accurate account of true team sizes on major projects. Staying updated on how core and external teams interact can help clarify misconceptions about the development process in gaming.