From Blender Artist to VR Game Developer: The Story Behind GhoulStorm

Twenty Years Chasing Impossible Worlds

Every video game begins with an idea. Mine began long before I wrote a single line of code, long before Unity, Meta Quest, or even the thought that one day I would develop my own virtual reality game.

It began with fascination.

Back in the late 1990s and early 2000s, the internet was a very different place. Adobe Flash dominated the web and opened the door to a new generation of creators. While many people simply browsed static websites, I spent countless hours experimenting with vector animations, interactive applications, multimedia players, and complete websites. But there was one thing that fascinated me more than anything else: those incredible intros featuring 3D graphics that looked like they came straight from the future.

I wanted to create worlds. At the time, professional tools such as 3D Studio Max were simply beyond my reach. All I had was curiosity, passion, and the desire to learn. Then, almost by accident, I discovered a PDF manual called Learn Blender in 24 Hours, published by the School of Computer Science at the University of Castilla-La Mancha.

That file would change my life.

I installed Blender 2.39, a version that now feels like a relic from another era. I had no idea that I was beginning a journey that would stay with me for more than twenty years.

Over time, I discovered an entirely new universe. First came modeling, then texturing, animation, rigging, lighting, rendering, and video editing. Every new skill unlocked even more possibilities.

And like any true passion, the more I learned, the more I wanted to explore.

What started as a hobby gradually turned into experience. I eventually created television commercials and participated in the production of videos for cross-border cooperation projects between Spain and Portugal. One of those videos even received recognition in a European competition.

But something was still missing.

Technology continued to evolve, and a new concept began to capture my imagination: virtual reality.

The first Google Cardboard headsets sparked my curiosity. I started experimenting with 360-degree immersive videos, producing animated shorts, and exploring the magical feeling of being inside a scene rather than simply watching it.

There was only one problem.

Rendering was slow.

Very slow.

Even with powerful NVIDIA graphics cards, producing just a few minutes of video required hours of waiting. Then I discovered Unity.

Seeing high-quality graphics rendered in real time felt like a revelation.

This was different.

It was no longer about creating static images or pre-rendered sequences.

It was about building living worlds.

Worlds that could be explored.

Worlds that could react to the player.

Worlds that could be felt.

I started creating small projects for PC and later collaborated on interactive virtual reality applications for smartphones. Along the way, I learned level design, optimization, gameplay systems, lighting, and player interaction. Without realizing it, everything I had learned through Blender was leading me toward a single destination.

Then modern VR headsets arrived.

And I realized I no longer wanted to create experiences.

I wanted to create a game.

Not a tech demo.

Not a proof of concept.

I wanted to build a world of my own.

A place with atmosphere.

With mysteries waiting to be uncovered.

With enemies lurking in the darkness.

With forgotten stories hidden beneath the mist.

That dream eventually became GhoulStorm.

What started as a simple idea slowly evolved into a horror VR shooter built with Unity and the Meta SDK for Meta Quest 2 and Meta Quest 3.

Set around the mysterious outskirts of Tonvillage and the eerie cemetery of Hollow Hills, GhoulStorm is a world where the unknown hides behind every grave and every shadow tells a story.

But GhoulStorm is more than just a game.

It represents more than twenty years of learning.

Thousands of hours spent in Blender.

Countless experiments.

Failures.

Late-night renders.

Finished projects and abandoned ones.

A passion that never stopped growing.

And this website exists to tell that story.

Here, I'll be sharing the development of GhoulStorm from the inside: technical challenges, tools, gameplay systems, environments, and the countless decisions that shape this world.

Because after twenty years of creating worlds, the most exciting part isn't looking back.

It's everything that still lies ahead.