The underground Met Gala of concrete murderzone design has descended upon the Quake Brutalist Game Jam, an event where community-driven creativity converges in a celebration of brutalist architecture and 3D level design. In a world where linear single-player first-person shooters have become relatively rare, this jam serves as a testament to the enduring appeal of complex 3D mazes and navigation-based challenges.
Organized by Ben Hale and Fairweather – a veteran modder with experience in leading numerous community Quake projects – the event brought together over 100 contributors from around the world. The result is an astonishing array of 77 brutalist-themed maps, each carefully crafted to provide players with immersive experiences that range from quickfire experiments to high-intensity "slaughtermaps" and open-ended narratives.
At the heart of this endeavour lies a bold vision for community-driven game development, one that prioritizes creativity, inclusivity, and collaboration. The featured map, Escape from KOE-37, stands as a prime example of this approach – an epic three-hour affair inspired by Half-Life, boasting over 1,000 enemies to fight.
As participants showcase their talents, the Quake Brutalist Game Jam has transcended its origins as a celebration of old-school level design, evolving into a vibrant community that fosters artistic expression and creativity. This underground phenomenon has garnered widespread attention, earning it the nickname "the underground Met Gala" due to its unique blend of cutting-edge game development and avant-garde architectural influences.
In recognition of this grassroots movement, notable industry professionals have lent their expertise to the jam. Robert Yang, a game designer and former teacher at New York University's Game Centre, contributed an open-ended map that effortlessly blends with more traditional Quake gameplay. His creation, One Need Not Be a House, exemplifies the versatility and innovation that defines this event.
The future of Quake Brutalist Jam looks promising, with plans to continue fostering community-driven creativity and pushing the boundaries of 3D level design. As Hale and Fleming move forward, they aim to not only create more games but also establish their own independent project, marking a significant step towards embracing community-driven game development as a viable alternative.
In this era of commercialised gaming, events like Quake Brutalist Game Jam shine as beacons of creative expression and communal celebration. The Quake Brutalist movement embodies the power of grassroots innovation, encouraging gamers to explore new avenues of artistic expression and fostering a sense of shared ownership in game development.
Organized by Ben Hale and Fairweather – a veteran modder with experience in leading numerous community Quake projects – the event brought together over 100 contributors from around the world. The result is an astonishing array of 77 brutalist-themed maps, each carefully crafted to provide players with immersive experiences that range from quickfire experiments to high-intensity "slaughtermaps" and open-ended narratives.
At the heart of this endeavour lies a bold vision for community-driven game development, one that prioritizes creativity, inclusivity, and collaboration. The featured map, Escape from KOE-37, stands as a prime example of this approach – an epic three-hour affair inspired by Half-Life, boasting over 1,000 enemies to fight.
As participants showcase their talents, the Quake Brutalist Game Jam has transcended its origins as a celebration of old-school level design, evolving into a vibrant community that fosters artistic expression and creativity. This underground phenomenon has garnered widespread attention, earning it the nickname "the underground Met Gala" due to its unique blend of cutting-edge game development and avant-garde architectural influences.
In recognition of this grassroots movement, notable industry professionals have lent their expertise to the jam. Robert Yang, a game designer and former teacher at New York University's Game Centre, contributed an open-ended map that effortlessly blends with more traditional Quake gameplay. His creation, One Need Not Be a House, exemplifies the versatility and innovation that defines this event.
The future of Quake Brutalist Jam looks promising, with plans to continue fostering community-driven creativity and pushing the boundaries of 3D level design. As Hale and Fleming move forward, they aim to not only create more games but also establish their own independent project, marking a significant step towards embracing community-driven game development as a viable alternative.
In this era of commercialised gaming, events like Quake Brutalist Game Jam shine as beacons of creative expression and communal celebration. The Quake Brutalist movement embodies the power of grassroots innovation, encouraging gamers to explore new avenues of artistic expression and fostering a sense of shared ownership in game development.