Content & Price

Right now, my setup revolves around building in-depth tutorials that show how Brushify and Unreal Engine work, and then providing all the assets I show in the tutorials via Unreal Engine Marketplace in the form of packs. That means the knowledge is all absolutely free, but the assets and technology that took a lot of time/energy for me to build come at a small price. The revenue from those sales can then go back into the business and keep it growing and expanding. I’m also participating in Unreal Marketplaces ‘Free for the month’ program, which means every once in a Brushify pack becomes totally free and available to the entire community.

In the future, I’m going to stick to this approach and simply upgrade the quality and quantity of assets.

Brushify Purpose

The main goal of Brushify is to make developing games more accessible and user-friendly. Obviously, I love to strive for photorealism and create high-quality projects/portfolio pieces, but I see a huge problem with game engines and the industry in general. The biggest issue is that while engines like Unreal Engine 4 are super powerful that power comes with a steep learning curve. There’s a lot of extra discipline that’s required to get things running well in real-time, such as LODs, shader setups, understanding of how to get the best out of real-time lighting. These challenges are very difficult to overcome.

When it comes to game development, most beginners just want to start sculpting heightmaps and painting terrain. The sooner that someone learning the engine has a nice result, the more enthusiastic they’ll be to continue learning and creating. Unreal Engine 4 becomes even more powerful when combined with Brushify’s easy to use shaders and example content. My goal with Brushify is to create a toolkit and ready-made library of natural environments. The idea is that users are able to take assets and shaders off the shelf and immediately start to use them to build games. This cuts out a huge amount of manual labor and technical hurdles that slow down development, especially during the early prototyping stages.