The underground Met Gala of concrete murderzone design has descended upon the digital world, bringing together gamers and developers in a celebration of brutalist architecture-inspired level design for id Software's classic first-person shooter, Quake. Welcome to the Quake Brutalist Game Jam, a six-week extravaganza that has yielded 77 new maps and missions, showcasing the creativity and dedication of the community.
The brainchild of Ben Hale, a professional game developer and event concierge, the jam was inspired by a set of concrete textures designed for Quake by another mapper, Benoit Stordeur. The idea quickly gained traction, with participants producing 35 levels in just two-and-a-half weeks using the textures as a starting point.
This year's jam has taken things to a new level, however, with the introduction of new tools and a total conversion of the Quake engine. The result is an almost entirely new game world, with over 200 new enemy types and more than 1,000 new items of equipment. Players can expect to face off against some truly formidable foes in the epic three-hour map, Escape from KOE-37.
Despite its underground status, the Quake Brutalist Jam has become a major event on the gaming calendar, with contributions pouring in from industry professionals and newcomers alike. The jam's organizers have taken steps to make it more inclusive, with a dedicated section for players new to mapping or modding.
The impact of the Quake Brutalist Jam cannot be overstated. As linear, single-player first-person shooters fall out of favor, events like this are keeping alive the art of 3D level design and community-driven game development. The jam's success is a testament to the power of collaboration and creativity in the digital world.
For Robert Yang, a game designer and former teacher at New York University's Game Centre, the Quake Brutalist Jam represents a unique opportunity for community-driven game development. "It's the underground Met Gala of concrete murderzone design," he says with a smile. "Everyone shows off, everyone nurtures the new faces, everybody eats. I love it."
As the jam comes to a close, its organizers are already looking to the future. A full-length video game is in the works, one that will be driven by community input and creativity rather than profit. The Quake Brutalist Jam has proven that even the most niche communities can come together to create something truly special.
The brainchild of Ben Hale, a professional game developer and event concierge, the jam was inspired by a set of concrete textures designed for Quake by another mapper, Benoit Stordeur. The idea quickly gained traction, with participants producing 35 levels in just two-and-a-half weeks using the textures as a starting point.
This year's jam has taken things to a new level, however, with the introduction of new tools and a total conversion of the Quake engine. The result is an almost entirely new game world, with over 200 new enemy types and more than 1,000 new items of equipment. Players can expect to face off against some truly formidable foes in the epic three-hour map, Escape from KOE-37.
Despite its underground status, the Quake Brutalist Jam has become a major event on the gaming calendar, with contributions pouring in from industry professionals and newcomers alike. The jam's organizers have taken steps to make it more inclusive, with a dedicated section for players new to mapping or modding.
The impact of the Quake Brutalist Jam cannot be overstated. As linear, single-player first-person shooters fall out of favor, events like this are keeping alive the art of 3D level design and community-driven game development. The jam's success is a testament to the power of collaboration and creativity in the digital world.
For Robert Yang, a game designer and former teacher at New York University's Game Centre, the Quake Brutalist Jam represents a unique opportunity for community-driven game development. "It's the underground Met Gala of concrete murderzone design," he says with a smile. "Everyone shows off, everyone nurtures the new faces, everybody eats. I love it."
As the jam comes to a close, its organizers are already looking to the future. A full-length video game is in the works, one that will be driven by community input and creativity rather than profit. The Quake Brutalist Jam has proven that even the most niche communities can come together to create something truly special.