Brute Force Studio
Solo developer in France making Paper Sky and Crumble in Unity. Wrote a 2019 devblog on the shaders and mechanics behind Crumble, and sells the stylized shaders (sand, grass, snow and ice, ground) on the Asset Store.
- Custom sand shader with player trails, from Paper Sky
A showcase of the sand shader behind the Paper Sky desert level: a trail follows the player through the sand.
80.lv · Feb 2024 - Tongue tether swing mechanic in 3D (Devblog #14)
A grappling-hook style swing built for a 3D platformer.
bruteforcegame.com · Nov 2019 - Watercolor shader (Devblog #13)
A Moebius-inspired watercolor look: cutout texture, outline, unlit coloured shadow, moving textures and an ink mask.
bruteforcegame.com · Oct 2019 - Curved world and sea water shader (Devblog #11)
A vertex-shader world curvature effect, like in endless-runner mobile games, plus a flat-style sea.
bruteforcegame.com · Aug 2019 - How to make a rolling ball feel juicy and responsive (Devblog #9)
Taking the standard roll-a-ball setup further with tuned movement and input response.
bruteforcegame.com · Jul 2019 - Image effects shader basics (Devblog #8)
How post-process shaders run from an OnRenderImage script, and how to chain several effects.
bruteforcegame.com · Jul 2019 - Vertical ground fog shader (Devblog #7)
Ground fog that fades by height, built from a mesh and used as a gameplay boundary.
bruteforcegame.com · May 2019 - Sky and fog shader with flat clouds (Devblog #6)
A moving-cloud skybox shader and the fog that goes with it.
bruteforcegame.com · May 2019 - Flat shader and character animation for a game jam (Devblog #5)
Two shaders behind a flat, cartoon look made during a Ludum Dare jam.
bruteforcegame.com · May 2019 - Grass shader that bends as the player rolls through it (Devblog #4)
Dense interactive grass that blends with the terrain, without placing thousands of objects by hand.
bruteforcegame.com · Apr 2019 - Physics settings and optimization for a physics-driven game (Devblog #3)
Gravity, fixed timestep and other physics settings that decide how a game feels, and how to keep them cheap.
bruteforcegame.com · Apr 2019 - Soft-body jelly shader for a squishy character (Devblog #2)
Fake a squishy soft body in real time with a vertex shader instead of a physics simulation.
bruteforcegame.com · Apr 2019