He has only played nine holes of real golf in his life but Ian Lewis feels like he just won a Major.

The founder of game development company Giant Margarita is enjoying his dream-come-true moment after his video game Party Golf became Tasmania's first PlayStation game.

Ian Lewis says creating a console game has been his dream since boyhood. ( ABC News: Gregor Salmon )

Early last year, the University of Tasmania technology lecturer took part in a challenge to build a playable video game in 48 hours.

A group of friends enjoyed what they created so much, they decided to refine their baby.

Now, after months of moonlighting, a $14,000 leg-up from Kickstarter and lots of player feedback, their game is polished enough to be console-ready.

For Dr Lewis, who with fellow lecturer Dr Kristy de Salas, leads a principal development team made up for four PhD students, the console release was a boyhood dream come true.

"I'm quite old now, it's been a long time to have that childhood dream but it's an amazing feeling and I'm just over the moon," he said.

"I've only played one game of golf in my life. It was such a perfect day, I've been reluctant to ever play golf again."

Party Golf is a single or multi-player game that is a far cry from the video game world's super realistic golf sims.

It's a psychedelic version of Pong where other players are your handicap.

"What makes this different is it's not turn based, like traditional golf is," Dr de Salas said.

"It's a bit of free-for all. There's a lot of sabotage. There's lots of crazy balls."

'Trillions' of gameplay variations

Dr de Salas said the game's high degree of customisation and self-generation meant there were "trillions and trillions" of game modes.

"We're not just making that up," she said.

"There's so much going on in the game that while it's relatively simple in concept it's massively complex in terms of the way you can play it."

The success of Party Golf as a digital download will determine whether or not it becomes a boxed offering sold on shelves, and whether the Hobart team can self-fund their future projects.

They also want to show others how to get a game built, published and commercialised.

"The things that we've learned ... has allowed us to gain this portfolio of experience that we're more than happy to share to anybody who asks," she said.