Goat Simulator was released on April 1st. It's the best kind of April Fool's Day surprise: something preposterous enough to be a joke that someone has taken pains to bring into the world as a real, tangible thing that you can experience.
Coffee Stain Studios' goat simulator did start as a joke, but the Swedish indie studio -- perhaps best known for its work on the Sanctum series of first-person tower defense games -- committed to the bit and made it real after an early video of the team fooling around with a prototype version of the game garnered a massive amount of interest from the internet at large.
The team managed to hit their holiday release window after two months of work to get the game into a semi-playable state, and now Goat Simulator is a real product you can buy and play for ten American dollars. As of this writing, it's still in the Steam top 10, and even had been the no. 1 seller.
To learn more, Gamasutra spoke with Coffee Stain Studios CEO Anton Westbergh about the genesis, trials and triumphs of the game's development. An appropriately ludicrous, edited transcript of our conversation follows.
Tell me a bit about how Goat Simulator was made, and where it came from.
Westbergh: Goat Simulator began as a crazy idea in our brainstorming sessions for finding new game projects. In January this year Coffee Stain were at the point where we had to take on something new. After working with Sanctum 2 for a very long time, and the Sanctum franchise in general for years, we were craving something fresh and exciting to work with. During the brainstorming sessions a lot of great ideas came up, but most of them were rather big projects. Since we all agreed it was about time to blow off some steam we decided that before we'd start something big, a studio game jam would be held. Goat Simulator was one of the most crazy ideas -- quirky enough to fit for a game jam -- and we believed we could get some really nice results in little time. The goal with the game jam was not necessarily to get a real game, but to blow that steam off, experiment with the Unreal Engine 3 and also educate some of our new programmers. During the jam we also played around with our ways of working and broke down all the traditional roles in the team. People were free to work with whatever they liked. We alsohad no real planning or structure for how things were added to the game, nor limitations, except the time frame. After about two weeks of jamming we had this goat roaming around a map and wrecking stuff, and we all thought it looked pretty hilarious so we uploaded a video to YouTube and it just caught fire. After the first night that video had about 100,000 views and then it just kept going. Once we hit about a million views we started to realize moving on the one of the "real" projects was not the best option anymore. We had to finish what we had started, so we announced Goat Simulator would become a real thing! From there down to the launch we spent about two more months."Once we hit about a million views we started to realize moving on the one of the "real" projects was not the best option anymore."