Brute Lords
Projects made by: Zac Herriot – Programmer, 3D animator, Game Developer

Github Link: https://github.com/HomelyZacombie/Realm-Wars-Project
Made with ‘Unity’ and ‘Blender’
This is my submission for achieving Honors level Degree on the 16/04/2026 for the University of the West of Scotland, Paisley Campus.
Description: Brute Lords is a hybrid between 3rd person survival and top down Real Time Strategies in a Fantasy setting with Multiplayer functionality.
Log in with your friends or other players, pick a side, build up your team in RTS mode or fight on the front lines in 3rd person mode.
Do your part to achieve victory for your team with the goal being to destroy every Throne belonging to your opponents.
Development Details
Assets: The game was made with Environmental packs, such as the textures, foliege and tree’s. The player character was also sourced through the unity store, but the rest was made by myself.
The units were made, rigged and animated in Blender, then imported into the project. The player character was exsported into Blender from unity in order to make it animations and then re-import into Unity.
The multplayer functinality is due to using the PurrNet tool which gave a template to connecting to Steam platforms Player Lobby list
Programming: I created the player movement to utilise the ‘CineMachine’ Tool. Utilising an online tutorial, I created the Unit selection and order funcinality.
I tide these into my own functinal swtich between the 3rd person and RTS modes, using a trigger collider attetched to the camera, creating an interaction mechanic.
From there I implemented a radius collider to pick up a ‘Unit’ object that was on an opposing team and utilising the ‘AI Navigator’. Scripted it that units would approach and attack unit’s or players from other teams, and while under a certain distance from their target, deal damage.
With the players, utilising the PurrNet tool. I sent data from the players to the server alocating their modal placement under either team once chosen, assigning them correctly across all players.
I also had to implement that for every player the main camera would only register the client that’s playing, making sure it did not switch between players that spawn.
Lastly for multiplayer functionality I programmed it that for team, unit control, registering team and object assigning, that they were encapsulated under an ‘if’ statement checking if the ‘player’ it was referring to was ‘The owner’, being the player on the local desktop, if it was any other player online it registered, it would ignore.
The Unity tools used to make Brute Lords were ‘Cinema Machine’, ‘probuilder’, ‘AI Navigator’, ‘Blender’, ‘PurrNet’ and unity’s ‘terrain’ tool.
Screenshots/video:

