Building Dyrnstone: A One-Man Journey Into VR Fantasy Design
How a self-taught developer is crafting an immersive VR adventure from the ground up
Embark on an unforgettable journey in Dyrnstone, a VR adventure blending medieval mystery, cryptic riddles, and ancient magic. Explore hidden taverns, twisting mazes, and uncover secrets as you delve deeper into this immersive tale.

Introduction
Solo VR game development isn’t just a technical feat—it’s a personal journey. Dyrnstone is a handcrafted fantasy VR adventure built entirely by one developer: from the story and 3D modeling to scripting, voiceover, and custom mechanics. Designed in Unity using HDRP, it blends immersive VR storytelling with rich puzzles, magical interactions, and emotional narrative beats. What started as a learning experiment quickly grew into a full-world experience that continues to evolve, challenge, and inspire.

A Solo Studio Pipeline
Every element of Dyrnstone, from the smallest environmental prop to complete systems architecture, is created by me. I manage the whole development pipeline:
- Modeling is handled in Maya, where I build detailed modular pieces, props, and environments to fit the medieval-fantasy setting.
- Texturing is done in Substance Painter, enabling hand-crafted materials that fully utilize Unity HDRP’s rendering pipeline.
- Characters and animations are designed and rigged in Character Creator 4 and iClone, allowing expressive facial animation and fluid movement.
- All game scripting is written in C# inside Unity, covering everything from object logic to player input and interaction systems.
- Non-character animation (like environmental objects, traps, or UI effects) is animated in Maya or Unity, depending on complexity and context.
- Narrative, game logic, and design decisions—every single one—are part of my hands-on development cycle.
This is not just a solo project—it’s a personal studio in motion.
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Learning Through Building
I’m entirely self-taught. There were no courses, mentors, or bootcamps—just an evolving curiosity and a deep love for storytelling and interaction. Dyrnstone is a living archive of everything I’ve learned over years of experimentation, trial-and-error, and creative iteration. Each roadblock has led to new knowledge. Each breakthrough has fueled the next development phase, no matter how small. Late nights are filled with broken shaders, unexpected crashes, mechanics that won’t behave, and just as many moments of quiet joy when something finally works. This project is not just about building a game; it’s about growing into the developer I always wanted to become.
Voice Over & Audio
Storytelling is at the heart of Dyrnstone, and voice is one of its most powerful tools. I’ve written every line of dialogue and voiceover script, crafting a layered narrative told through characters, magical glyphs, and the environment. Rather than relying on traditional voice actors, I explored AI-powered voice synthesis to bring the game’s cast to life. Each character has a distinct vocal tone and delivery, tuned to match their personality, intent, and emotional weight.
One of the project’s highlights is a wholly original song, written, lyrically composed, and generated using AI tools. This track is designed to play during the game’s end credits, thematically wrapping up Orrin’s journey with a haunting, reflective tone. From narrative fragments to full cinematic moments, every sound in Dyrnstone aims to deepen immersion and emotional impact.
Sample Voice over audio
Preliminary edning song
Unique VR Interactions
What sets Dyrnstone apart isn’t just the setting or visuals—it’s how the player connects with the world. I’ve developed a set of custom systems designed to push beyond typical VR conventions:
- Climbing: Use full-body motion to scale ladders, shelves, and rock walls.
- Archery: Fire arrows from a tactile, physics-based longbow system.
- Magical Writing: Sign spells or record clues in a spellbook using a quill, via Shader Graph and RenderTexture blending.
- Trap Detection: Players can test their environment for hidden dangers by carefully observing and interacting, triggering clues, or disarming traps.
- Environmental Storytelling: Dialogue, visuals, and subtle cues reward players who explore and observe, encouraging thoughtful progression.
These mechanics are more than features—they’re part of the game’s language, designed to ground the player in a world of mystery and consequence.

Why This Project Matters
Dyrnstone is more than a game to me. It’s a testing ground, a portfolio, and an ongoing education. It lets me push my limits as a creator while crafting something that might eventually stand beside professional VR titles. There’s no deadline, no publisher, no one else to answer to—just the work, and the process of getting better.
Whether or not Dyrnstone ever hits store shelves, the project has already done what it was meant to: teach, challenge, and inspire. And I’m just getting started.
Follow Along
I’ll continue to share dev insights, breakdowns, and milestones. Stay tuned for a closer look at my facial animation pipeline, environmental lighting setups, and VR UX decisions. If you’re a fellow developer or storyteller, I hope this inspires you to start building your world—one frame at a time.




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