{"id":1204492,"date":"2026-02-20T00:40:54","date_gmt":"2026-02-20T00:40:54","guid":{"rendered":"https:\/\/www.polygon.com\/?p=599737"},"modified":"2026-02-20T00:40:54","modified_gmt":"2026-02-20T00:40:54","slug":"how-a-nasa-simulation-inspired-clair-obscurs-character-lineup","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-a-nasa-simulation-inspired-clair-obscurs-character-lineup\/","title":{"rendered":"How a NASA simulation inspired Clair Obscur\u2019s character lineup"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"Lune, Maelle, Gustave, and Sciel \u2014 four major characters from Clair Obscur: Expedition 33 \u2014 superimposed in front of a NASA logo.\" data-caption=\"\" data-portal-copyright=\"Photo composition: Matt Patches\/Polygon | Source images: NASA, Sandfall Interactive\/Kepler Interactive\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/how-a-nasa-simulation-inspired-clair-obscurs-character-lineup.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">How do you put the <em>expedition<\/em> into a game like <em><a href=\"https:\/\/www.polygon.com\/review\/563522\/clair-obscur-expedition-33-review-ps5-pc-xbox\">Clair Obscur: Expedition 33<\/a><\/em>? For<em> <\/em>writer Jennifer Svedberg-Yen, it meant rethinking classic RPG party types like they were the cast of <em>Armageddon<\/em> \u2014 a dynamic she understood on an unexpectedly personal level.<\/p>\n<p class=\"has-text-align-none\">\u201cThis sounds so random, but I did a brief NASA simulation where I was an analog astronaut,\u201d Svedberg-Yen tells Polygon. \u201cI was simulating a mission to an asteroid at NASA&#8217;s compound in Houston. And as part of that, I got to experience being part of a small [crew]. And so I did base some of my thinking around what kind of people you would send on an expedition where it&#8217;s not necessarily all military. Our expedition wasn\u2019t going to be all soldiers. There had to be people who had jobs and were transferring those skills into an expedition where it&#8217;s not just about killing things, but about understanding and figuring out who the Paintress is.\u201d<\/p>\n<p class=\"has-text-align-none\">Even in a story-rich fantasy game where player investment is everything, mechanics drive character. There were some obvious starting places: Svedberg-Yen says from the beginning she and game director Guillaume Broche \u201creally wanted someone with some sort of elemental magic, someone who would have more swords and guns and things like that.\u201d Which is good, because we all also wanted that.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/how-a-nasa-simulation-inspired-clair-obscurs-character-lineup-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">At the nexus of turn-based combat mechanics, fantasy world-building, and NASA space mission staffing, Svedberg-Yen found her cast. She needed an engineer, so Gustave was born. Sciel, a farmer, could take care of the meals. To check that elemental-magic box, Svedberg-Yen invented Lune, whose powers made her a natural research scholar. Even as the characters, story, and mechanics evolved, remnants of those early ideas stuck around.\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cSciel was initially supposed to be an archer,\u201d Svedberg-Yen says, \u201cso I wrote dialogue for her where she takes philosophies about archery but makes it a little bit broader \u2014 that&#8217;s actually still in the game. When she&#8217;s talking about \u2018seeing.\u2019 And then Guillaume later took that and changed that into Foretells, he changed the mechanic. So there was a bit of back and forth with how things evolved.\u201d<\/p>\n<p class=\"has-text-align-none\"><em>Expedition 33\u2019s<\/em> unique structure \u2014 and the major twists after Act 1 \u2014 allowed Svedberg-Yen and Broche to further upend the expectations of a traditional RPG cast. Mainly, there\u2019s no main character with a supporting crew in orbit around them.&nbsp;<\/p>\n<p class=\"has-text-align-none\">\u201cIn Act 1, the main character presumably is Gustave. In Act 2, it\u2019s Verso. Presumably, in Act 3 it\u2019s Maelle. I\u2019ve always described it as Maelle is the hidden main character, Gustave is the decoy main character, and Verso is the main character, but not really the main character. What\u2019s great is I think they all share the spotlight and depending on who you identify with, that person\u2019s story is the main character to you. I think it leaves something up for the players to interpret.\u201d<\/p>\n<p class=\"has-text-align-none\">Svedberg-Yen can\u2019t say if there\u2019s a future for these characters or even sequel potential for <em>Expedition 33<\/em> (maybe for the \u201c<em>Clair Obscur<\/em>\u201d name, but even that\u2019s way off as the Sandfall Interactive team focuses on squashing bugs and optimizing the game they just published). But her pursuit of creating fresh, interesting characters feels like a success.&nbsp;<\/p>\n<p class=\"has-text-align-none\">\u201cOur story has a beginning, a middle and end. And I think it all ties together nicely. So it works as a standalone story.\u201d&nbsp;But if we asked really nicely for more time with Maelle? \u201c[<em>Laughs<\/em>] I think we\u2019re all creative, so we can come up with solutions.\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/599737\/expedition-33-characters-gustave-maelle\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>How do you put the expedition into a game like Clair Obscur: Expedition 33? For writer Jennifer Svedberg-Yen, it meant rethinking classic RPG party types like they were the cast of Armageddon \u2014 a dynamic she understood on an unexpectedly personal level. \u201cThis sounds so random, but I did a brief NASA simulation where I was an analog astronaut,\u201d Svedberg-Yen tells Polygon. \u201cI was simulating a mission to an asteroid at NASA&#8217;s compound in Houston. And as part of that, I got to experience being part of a small [crew]. And so I did base some of my thinking around what kind of people you would send on an expedition where it&#8217;s not necessarily all military. Our expedition wasn\u2019t going to be all soldiers. There&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-a-nasa-simulation-inspired-clair-obscurs-character-lineup\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1204493,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1204492","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How a NASA simulation inspired Clair Obscur\u2019s character lineup | Arcader News<\/title>\n<meta name=\"description\" content=\"How do you put the expedition into a game like Clair Obscur: Expedition 33? 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