Stray exclusive: how the devs made the most relatable cat game of all time

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Stray exclusive: how the devs made the most relatable cat game of all time
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Meet the studio behind Stray: “We say jokingly that cats are fluid and that's very close to the reality'

Stray was seven years in the making and created by a team based in Montpellier, France. Producer, Swann Martin-Raget, says that by far the biggest obstacle during this time came in delivering a believable, tangible version of a cat to screens.

The compact team at BlueTwelve Studio seem to live and breathe cats. Martin-Raget estimates that 80% of the people working on Stray have them as pets and there are two – Oscar and Jun – inhabiting their workplace virtually 24/7. Observing the style and nuances of cat behavior has been fundamental to the game’s credibility and authenticity. “We say jokingly that cats are fluid and that's very close to the reality,” says Martin-Raget.

Playing as a cat that so convincingly replicates its real-world counterpart is hypnotic and compelling – but it’s not immediately obvious why. What is it about the idea of becoming another species that fascinates us? MacDonald suggested that “playing a game from the perspective of an animal is a totally different way to interact with game worlds”. And they can be utterly different from each other: take an irascible, honking and hilarious goose, compared to BlueTwelve’s questing, sometimes languorous and lazy cat. These distinct personalities lend themselves to brand new kinds of mechanics.

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