The underground Met Gala of concrete murderzone design is, in fact, the Quake Brutalist Game Jam. A digital gathering where enthusiasts of id Software's classic first-person shooter from 1996 converge to create new maps and missions themed around brutalist architecture. This year's jam marks the third iteration of the event, with participants designing 77 brutalist-themed maps featuring new enemies, weapons, and gameplay mechanics.
The brainchild of Ben Hale, a professional game developer, and Fairweather, a veteran modder, the Quake Brutalist Game Jam was initially conceived as a celebration of old-school 3D level design. However, it has since evolved into something much more ambitious, with contributors working on new tools for the Quake engine and creating an almost entirely new toolset.
The event's featured map, Escape from KOE-37, is an epic three-hour affair heavily inspired by Half-Life, with over 1,000 enemies to fight. The creator of this map, Mazu, spent approximately 400 hours building it, emphasizing the importance of interactive environments for players to explore.
Events like Quake Brutalist Jam 3 are essential in keeping 3D maze design alive and thriving, an art form that has largely been overshadowed by more mainstream game genres. The jam's success showcases the power of community-driven creativity and encourages developers to experiment with new ideas, pushing the boundaries of what is possible in virtual architecture.
Quake Brutalist Jam 3 also serves as a platform for newcomers to join, with a section dedicated to those with little to no mapping experience. Industry professionals like Robert Yang have contributed to the event, adding their expertise and passion to the project.
As the Quake Brutalist Game Jam continues to grow in popularity, its organizers are already looking towards their next move – creating an independent video game that embodies the community-driven spirit of the jam. With the success of this year's event, it is clear that this underground movement will continue to shape the future of video game design and development.
The brainchild of Ben Hale, a professional game developer, and Fairweather, a veteran modder, the Quake Brutalist Game Jam was initially conceived as a celebration of old-school 3D level design. However, it has since evolved into something much more ambitious, with contributors working on new tools for the Quake engine and creating an almost entirely new toolset.
The event's featured map, Escape from KOE-37, is an epic three-hour affair heavily inspired by Half-Life, with over 1,000 enemies to fight. The creator of this map, Mazu, spent approximately 400 hours building it, emphasizing the importance of interactive environments for players to explore.
Events like Quake Brutalist Jam 3 are essential in keeping 3D maze design alive and thriving, an art form that has largely been overshadowed by more mainstream game genres. The jam's success showcases the power of community-driven creativity and encourages developers to experiment with new ideas, pushing the boundaries of what is possible in virtual architecture.
Quake Brutalist Jam 3 also serves as a platform for newcomers to join, with a section dedicated to those with little to no mapping experience. Industry professionals like Robert Yang have contributed to the event, adding their expertise and passion to the project.
As the Quake Brutalist Game Jam continues to grow in popularity, its organizers are already looking towards their next move – creating an independent video game that embodies the community-driven spirit of the jam. With the success of this year's event, it is clear that this underground movement will continue to shape the future of video game design and development.