'It's the underground Met Gala of concrete murderzone design': welcome to the Quake Brutalist Game Jam

Lone concrete spires stand guard over shallow bowls of rock, shielding rusted trapdoors from the elements. Step onto the trapdoor, and it yawns open like iron jaws, dropping you through a vertical shaft into a subterranean museum. Here, dozens of doors line the walls of three vaulted grey galleries, each leading to a pocket dimension of dizzying virtual architecture and fierce gladiatorial combat.

The Quake Brutalist Game Jam is an underground celebration of id Software's classic first-person shooter from 1996. First run in 2022, the event has grown into a beloved community gathering, where veteran game developers, aspiring level designers, and enthusiast modders come together to construct new maps and missions themed around brutalist architecture.

This year's edition promises much more than its predecessors. Over six weeks, contributors designed 77 brutalist-themed maps, featuring new enemies, weapons, and intense gameplay. The original Quake boasted only 37 levels when it was first released, a far cry from the wealth of content generated by this community-driven effort.

Event coordinator Ben Hale is a professional game developer who worked as a senior environment artist on Subnautica 2. As a child, he learned to build Quake levels with his older brother's encouragement. The idea for the brutalism-themed jam came from another Quake mapper named Benoit Stordeur, inspired by Hale's concrete textures.

The first Quake Brutalist Jam was a success, capturing the community's imagination and producing 35 levels in two-and-a-half weeks using Hale's textures. The second jam ran in 2023, spawning 30 more grey levels for players to blast through. But this year's event has taken a bold new direction.

Organizer Fairweather is Lain Fleming, a veteran modder who led numerous community Quake projects, including Dwell and the Coffee Quake series. Rather than simply making new levels, Fleming suggested giving participants new tools to work with. The result was an almost entirely new toolset for Quake, featuring 77 brutalist-themed maps.

Maps like Escape from KOE-37 showcase the remarkable work done by community members. This epic three-hour affair is heavily inspired by Half-Life and features over 1,000 enemies to fight. Its creator, Mazu, spent about 400 hours building it and aimed to create interactive environments for players to explore.

The Quake Brutalist Game Jam has become a beacon of hope for a lost art form โ€“ complex 3D mazes with navigation as much a challenge as combat. Events like this one are keeping the style alive and often surpassing the achievements of old masters, twisting and warping 3D geometry in ways that wouldn't have been possible 30 years ago.

The event is not just for hardcore Quake fans but also welcomes newcomers and industry professionals. Robert Yang, a game designer and former teacher at New York University's Game Centre, contributed to the jam with his map One Need Not Be a House.

Yang created an open-ended map that wouldn't look out of place in an adventure game like Myst. His contribution shows that even those new to Quake can create amazing content.

The Quake Brutalist Game Jam is more than just an event โ€“ it's a community-driven celebration of creativity and collaboration. Its organizers have big plans, including their own independent video game project. After this jam, they're taking a break from modding and mapping for Quake but won't be going anywhere anytime soon.

"It's the underground Met Gala of concrete murderzone design," Yang says, "the biggest event on the Quake calendar." Everyone shows off, everyone nurtures new faces, and everybody eats. It's an infectious spirit that continues to drive this amazing community forward.
 
I'm so hyped for this year's Quake Brutalist Game Jam ๐Ÿคฏ! The idea of a community-driven celebration where devs & level designers come together to create new maps & missions is genius. I mean, we've seen what the community can do with just 37 original levels - now they're pushing the limits with 77 brutalist-themed maps? Mind blown ๐Ÿ’ฅ

And it's not just about the content, it's also about the collaboration & creativity that comes with it. I love how the organizers are providing new tools for participants to work with, rather than just making new levels. That level of innovation is going to take this event (and the Quake series) to a whole new level ๐Ÿš€

It's amazing to see how events like this one keep the style of complex 3D mazes alive & kicking. Complex navigation is what makes games truly challenging, and these jams are proof that you can still create something truly epic with just code & creativity ๐Ÿ’ป
 
man I'm so hyped for this quake game jam ๐Ÿคฏ! it's like a whole new world of possibilities has been opened up with these 77 brutalist-themed maps ๐Ÿ˜ฒ i mean, the idea of giving participants new tools to work with was genius, and now we've got some seriously mind-blowing creations ๐Ÿคฏ like Escape from KOE-37 which is basically half-life in quake form ๐ŸŽฎ 400 hours of building by mazu? that's dedication ๐Ÿ’ฅ

and the fact that it's not just for hardcore quake fans but also welcomes newcomers and industry pros is awesome ๐Ÿ™Œ Robert Yang's map one need not be a house is like, whoa what kind of magic is this ๐Ÿ”ฎ? i'm loving how the community is pushing the boundaries of what's possible with quake 3d geometry ๐Ÿคฏ

and can we talk about ben hale for a sec? senior environment artist on subnautica 2, that's some serious game dev cred ๐Ÿ™Œ and the fact that he and benoit stordeur came up with this idea is just amazing ๐Ÿ’ก

anyway, I'm so stoked to see what the community comes up with next ๐Ÿคฉ
 
omg can't believe the creativity that comes out of these jams ๐Ÿคฏ they're like a dream come true for old-school Quake fans but also super inclusive for newcomers too 77 brutalist maps? mind blown ๐Ÿ‘€ love how the organizers are pushing the boundaries with new tools and features, Mazu's Escape from KOE-37 is insane what a team effort! ๐Ÿ’ช
 
omg u guys i cant even... the quake brutalist game jam is literally changing the game ๐Ÿ”ฅ๐Ÿ”จ i mean we all know id software's quake was a classic but the fact that a whole community is creating new maps and missions on their own is just insane ๐Ÿคฏ like 77 levels of brutalist-themed goodness?! and its not just for hardcore fans, they're actively welcoming newcomers and industry pros ๐Ÿค i'm low-key jealous of robert yang's map one need not be a house btw what even is that?! ๐Ÿค” it sounds so myst-inspired ๐Ÿ˜
 
omg I'm so stoked about this Quake Brutalist Game Jam thingy! ๐Ÿคฏ it's like a whole underground party for people who love retro first-person shooters and building sick maps with brutalist architecture ๐Ÿ—๏ธ๐Ÿ’ฃ they're creating new levels, enemies, and gameplay that's way more than what the original game had back in 1996 ๐Ÿ™Œ

I think it's awesome that this community-driven event is keeping the art of creating complex 3D mazes alive ๐ŸŽจ and inspiring a whole new generation of game developers and modders ๐Ÿค it's not just for hardcore fans, either - newcomers like Robert Yang are being encouraged to join in and create amazing content too ๐Ÿ’ช

I'm also loving the fact that the organizers have their own independent video game project planned after this jam ๐Ÿ˜Ž it's going to be a fun thing to watch as they continue to grow and create more awesome stuff ๐Ÿคฉ
 
๐Ÿค— I'm just so proud of all these talented creators who come together to make something so unique and amazing! The fact that they're able to take a game that was released 30 years ago and still manage to create new and exciting content is truly inspiring ๐Ÿ˜. It's not just about the Quake fans, but also about the newcomers and industry pros who get to experience this incredible community-driven event ๐ŸŒˆ. I love how it's all about creativity and collaboration - it's like a big ol' hug for the gaming world ๐Ÿ’•. Can't wait to see what they come up with next!
 
๐Ÿค” I'm loving how this whole Quake Brutalist Game Jam thing has taken off! Its crazy how a small idea can bring so many talented people together to create something truly special ๐ŸŒŸ. I mean, 77 new maps? That's like a whole library of levels just waiting to be played ๐Ÿ˜. And the fact that it's not just for die-hard Quake fans, but also welcomes newcomers and industry pros, is just fantastic ๐Ÿ‘. It shows how community-driven events can really foster creativity and collaboration. I'm intrigued by the new toolset they've developed too ๐Ÿค”. Who knew making Quake maps could be so much fun? ๐Ÿ˜„
 
I'm loving how this Quake Brutalist Game Jam is breathing new life into a classic game ๐Ÿคฏ. The creativity and collaboration that comes out of these events is truly inspiring. I mean, 77 new maps featuring brutalist architecture? That's just mind-blowing! And the fact that it's not just for hardcore fans but also welcomes newcomers and industry pros is a testament to its inclusivity โค๏ธ.

It's amazing to see how this community is keeping the spirit of Quake alive, especially with the introduction of new tools and features. The level design has become so much more complex and engaging, and I'm loving the nods to other games like Half-Life ๐Ÿค–. And let's not forget the camaraderie โ€“ it's clear that everyone is there to support and learn from each other ๐Ÿ’•.

As someone who's seen many communities come and go over the years, it's refreshing to see one that's so passionate about creativity and collaboration. These events are a reminder that even in the digital age, we still need spaces for people to come together, share ideas, and push boundaries ๐ŸŒ.
 
you know what's wild is how something like this quake brutalist game jam can be a beacon of hope for an art form that's kinda lost its way ๐Ÿคฏ. it's like, we're living in a time where 3d mazes are more about instant gratification and clickbait than actual depth and exploration... but then you have events like this that come along and remind us that there's still room for creativity and community-driven projects to thrive ๐Ÿ’ป. it's cool to see how something that started as a humble jam has grown into this massive celebration of Brutalist architecture and Quake fandom ๐Ÿค.
 
omg I just found out about the Quake Brutalist Game Jam ๐Ÿคฏ and I'm SO hyped! The idea of a community-driven celebration where people come together to create new maps and missions themed around brutalist architecture is genius ๐Ÿ’ก. I mean, who wouldn't want to explore these epic 3D mazes with navigation as much of a challenge as combat? ๐Ÿ˜ฑ And the fact that newcomers are welcome too is amazing! I'm definitely going to check out some of these maps and see what all the fuss is about ๐Ÿค”.

The amount of content created by this community in just six weeks is insane โฑ๏ธ, with over 77 brutalist-themed maps featuring new enemies, weapons, and intense gameplay. It's like they're keeping the style alive and often surpassing the achievements of old masters ๐Ÿ”ฅ. And can we talk about the creator Mazu for a sec? 400 hours spent building Escape from KOE-37 is insane ๐Ÿ’ฏ.

This event is more than just a celebration of Quake, it's a testament to the power of community-driven creativity and collaboration ๐ŸŒŸ. I'm so excited to see what the organizers have planned next! ๐Ÿ‘€
 
You know, it's crazy how something like this Quake Brutalist Game Jam can bring people together from all walks of life ๐Ÿคฏ. I mean, we're talking about a bunch of game developers, modders, and enthusiasts who are passionate about creating new content inspired by an old game ๐Ÿ˜‚. But what's really interesting is the way they've taken something that was originally meant for entertainment and turned it into a platform for self-expression and collaboration ๐Ÿ’ผ.

I think this event says a lot about human nature, you know? We're all drawn to the thrill of competition, but we also crave connection and community ๐Ÿค. The Quake Brutalist Game Jam is like a big ol' hug for people who are passionate about games and creativity. And it's amazing to see how something that was once just a game can become so much more than that ๐ŸŒŸ.

It's also fascinating to see how this event has given birth to new tools and technologies that are pushing the boundaries of what's possible in 3D geometry ๐Ÿ”ฅ. I mean, we're talking about creators who spent hundreds of hours working on their maps and levels โ€“ it's like they were sculpting something out of thin air ๐ŸŒฒ.

Anyway, just thinking about this event makes me realize how much we can learn from the power of community-driven creativity ๐Ÿ’ก. It's a reminder that even in today's fast-paced world, there's still room for us to connect with others and create something truly special โค๏ธ.
 
Back
Top