What is John Brick?
John Brick is a VR puzzle game with a destructive twist. The players mission is simple: Throw bricks, break everything and enjoy the chaos! Levels are mini destructible sandboxes jam packed with smashable objects, over-the-top physics, and dynamic NPCs who respond hilariously to the mayhem around them. This is VR at its simplest and funniest: pick up a brick… and cause trouble.
Key Features:
Therapeutic Destruction - Objects react, crack, and shatter in bespoke satisfying ways.
Silly NPCs - Characters react in cartoonishly dramatic fashion.
Instant Fun - No complex tutorials required. Pick up a brick and start breaking things.
Perfect for Short Sessions - Designed for quick, casual bursts of destruction therapy!
The Inspiration:
John Brick was inspired by the idea of creating a VR game that my whole family could instantly enjoy. I've tried in the past to get my parents in headset to try things I've been working on but the results have always been... painful. This time I wanted to make a game anyone could pick up, and one funny enough for everyone watching to laugh!
Alongside this, I've always loved destruction in games. From breaking pots to levelling buildings, there's something viscerally satisfying and almost therapeutic about smashing things. It felt like the perfect foundation for a VR interaction system.
How I built it:
As a solo developer, I built John Brick completely using Unity. Level designs began on paper, moved to a Miro board for layout and flow planning, and are then brought into engine for implementation. I also keep a running list of any funny ideas, visual gags, and NPC reactions that I want to add to each stage to maintain a strong comedic tone. I intentionally kept interactions simple so anyone - parents, kids, first-time VR users - can have quick fun without a steep learning curve.
Challenges faced:
Scope of levels was definitely a challenge. For great game feel and for destructions to truly feel impactful, feedback is essential. As such, each objects requires a bespoke set up of SFX and VFX, alongside animations. This meant with a tight few weeks, I had to be extremely strategic with level design, balancing satisfying physics based chaos with bespoke set piece destructions. Comedy was another challenge. I wanted this to be an experience younger or newer players could really enjoy, so finding the right comedic tone - silly, but not too abstract - required careful iteration.
What's next for John Brick?
John Brick currently features three stages - I've already mapped out 6 more! - including a chaotic 4th of July BBQ in Texas and a packed Japanese tea house! Replayability is also a major focus moving forward. Right now, players start each stage with the classic brown brick - simple but effective. This is perfect as a baseline interactable weapon. Next however, I’m expanding the arsenal with a range of hilarious brick based weapons that include a green flubber-like 'Bouncy Brick' and a 'Brickerang' that returns on throw. The idea is, each brick will cause different types of destruction that unlock secrets and challenges within levels. There’s also an outrageous narrative layer planned to tie the stages together in a comedic, satisfying way.
I'm incredibly passionate about this project and feel determined to build on this foundation with an aim to release the game next year. My goal is to make John Brick a must-play casual VR experience, something that feels instantly fun for players, and hilarious for everyone watching!






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