Introduction


Delusions and Delicacies is a game project apart of our project studies in Xamk. We form teams of 2–4 and work together on a larger project to improve our communication and work skills. Once the project is complete or we have worked on it for 135 hours we write a report and submit it for grading. It gets checked and we receive a corresponding amount of credits.

The objectives of the project:

  1. Familiarize ourselves with working together
    on a larger project
  2. Make a game we are satisfied with
  3. Improve our game developer skills
  4. Complete the project for school credits

Creators

Konstantinos-Gavriil Verykios 3D-modeling and level design

Henry Sanchez 3D-modeling and programming

Tuomas Tuuri

3D-modeling and programming

Oskar Junnola

Programming

Project Details

The Start

Once our team was made we started brainstorming ideas and we ended up choosing to make an FPS Arena shooter. All of us were familiar with shooters so we wanted to make one ourselves. We started by filling out a GDD to get a rough idea of our project.

Planning and roles

We also discussed our roles in the project which can be seen in The Creators part. I chose to be our 'artist', because I just started learning blender and wanted to focus on modelling.

My Work

All of the following work was completed between 1/2025 – 5/2025, totalling to about 50 hours


Arenas

Starting room in the demo arena were the player can pick up guns and familiarize himself with the games controls

Demo arena starting room screenshot

The first fight room in the demo. It has 4 spawners in each corner, healthpacks and obstacles.

Demo arena first fight room picture

The final room in the demo made of giant slightly rotated walls to test enemy navigation.

Demo arena second fight room picture

Environment

An Ionian style pillar to hold the cake in the Pick Ups section

Ionian style pillar/pedestal for the cake

Different trees

Tree picture variant 1

Tree picture variant 2

A stone fence

A picture of rock fence

Weapons

A Glock19

 A 3D-modeled Glock 19

An airhorn

An airhorn

Enemies

Humanoid candycane coloured enemy variant

Humanoid candycane coloured enemy variant

Pick Ups

Healthpack and healthpack spawner

 A picture of a healthpack and healthpack spawner

Healthpack and healthpack spawner, blurry version

The infamous cake slice

The infamous cake slice

An uncollored present

A yellow and red present

Video 1

Gameplay video and demoarena showcase

Video and audio produced by: Oskar Junnola (JunskiGames on Youtube)

My Work Part 2

All of the following work was completed between 7/2025 – 12/2025, totalling to about 20 hours


Software and Resources

These 25 hours were spent researching, designing, modelling and texturing the games very first map. I tried many different software for the map design and in the end chose Unitys ProBuilder. The base model of each arena is made with ProBuilder and all detailed props and small objects will be made with Blender. The textures for the environment and the HDRI are from Poly Haven.


Map Design

The map is designed to be made of 4 sections. Each section has its own 'idea' and layout. The sections are: Starting Room, Sewer, Castle and Cathedral. Each section has its own unique objects, colour based on theme, obstacles and danger level. The layout is symmetrical and offers a varying degree of challenge.


Challenges

  1. Learning ProBuilder and improving my Blender skills

    I learned ProBuilder through tutorials and the documentation I practised by creating blockouts of the arenas. Blender problems arose when exporting to Unity. The textures are blurry and the model would be misaligned because of the difference of the coordinate systems. Blender uses Z-up while Unity uses Y-up. I solved this by rotating the model 90 degrees on the X-axis when exporting.

  2. Fixing mesh tears and improving arenas

    While using ProBuilder I made alot of mistakes when creating the arenas. So in a worst case scenario I would have alot of unnecessary faces and vertices on top of each other and some wrong facing normals on meshes. This would cause z-fighting issues so I had to go back and redo the arenas.

  3. Bringing my ideas into the game

    As I make the maps I have to figure out how to bring forth the idea of Delusions and Delicasies in a way that fits the game's mechanics and style. I was mostly hindered by my inexperience in creating game levels and environments and not knowing the capabilities of the tools I was using.

  4. Creating a good looking and lively environment

    Finding textures that my vision online was hard. After that getting the tiling to fit the environments scale and polish edgecases was alot of work. I also added lighting and post-processing effects to make the environment look good was also a challenge.

I managed to overcome these challenges by learning and improving my gamedeveloper skills including the tools I used. In the future next I will design and plan properly to save time and effort.

Picture showcase 2

The Map

The very first map masde up of the three arenas

Sewer

The Sewer, a dark and simple layout whose porpuse is to introduce the player to the games mechanics

The sewer arena, a green and dark ominous room

The sewer water was made with this shadergraph inside Unity. Made of colour, displacement and noise nodes.

A custom shadergraph made inside Unity utilising colour, displacement and noise nodes


Castle

The Castle, a more complex and detailed environment with more varied textures and lighting effects. Consists of 2 floors and primarily blue with an open layout.

The castles first floor

The Castles second floor and its artefact floating and rotating at the top

The castles second floor with the source of the arenas blue hue, the artefact

Cathedral

The blockout of the cathedral made with unitys ProBuilder. Not complete yet.

Humanoid candycane coloured enemy variant

The Arenas

The arenas are coloured based on RGB and the colours represent the difficulty of the environment. Green easy/introductory, Blue medium, Red hard. The arenas are missing props, details, textures, functionality and barriers to restrict the players movement as they are still in development.