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

The underground world of Quake Brutalist Jam has emerged as a hotbed of creative energy, where fans of id Software's classic first-person shooter gather to build new levels and share their designs. The third iteration of the event was a groundbreaking success, with 77 brutalist-themed maps designed by veteran game developers, aspiring level designers, and enthusiast modders.

Welcome to Quake Brutalist Jam, where the boundaries between professional game design and community-driven creativity are blurred. This underground phenomenon has taken the gaming world by storm, captivating fans of Quake's minimalist aesthetic and challenging gameplay. The jam is more than just a celebration of old-school 3D level design; it's an evolution of the genre, pushing the limits of what's possible in virtual architecture.

The event began as a humble celebration of Quake's original 37 levels, with contributors producing 35 new maps using a set of concrete textures designed by Ben Hale. However, the first jam soon snowballed into something much bigger, with participants producing an impressive array of levels that showcased their creativity and skill.

This year's Quake Brutalist Jam 3 took things to a whole new level, with contributions from industry professionals like Robert Yang, a game designer who has worked on several notable titles. Yang's contribution, One Need Not Be a House, was a masterclass in open-ended level design, blending elements of adventure games and Quake's signature brutalism.

The event is not just for hardcore fans; it also welcomes newcomers with open arms. The Start map features a section dedicated to beginners, ensuring that everyone has the opportunity to participate and share their work. This inclusive approach has helped foster a sense of community, where creators can nurture each other's ideas and learn from one another.

Quake Brutalist Jam 3 is more than just an event; it's a testament to the power of community-driven creativity in gaming. As Ben Hale, the event's concierge, noted, "It's the underground Met Gala of concrete murderzone design." The jam has become a beacon for like-minded individuals who share a passion for Quake and creative level design.

As the organizers plan their next project, it's clear that they're not just content to stay within the Quake community. They're eager to push beyond the boundaries of the game itself, exploring new ideas and formats that will allow them to bring their vision to life. With their own video game in the works, Hale and his team are poised to take on even greater challenges, solidifying Quake Brutalist Jam's position as a leading force in gaming innovation.

In an industry where profit-driven decisions often come at the expense of creative freedom, Quake Brutalist Jam 3 is a breath of fresh air. This grassroots movement is all about celebrating community-driven creativity and nurturing the next generation of game developers. As Yang so aptly put it, "Brutalism, especially in the UK, is about building for the public. You don't need to add beautiful ornaments because building and nurturing the future is already beautiful." Quake Brutalist Jam 3 embodies this ethos, showcasing a socialist utopia where handcrafted video games are a free public good that brings people together.
 
Wow ๐Ÿคฉ! I'm loving the creativity that's coming out of this underground event. It's so cool to see the community driving innovation and pushing boundaries in game design. The fact that it's not just for hardcore fans, but also welcomes newcomers, is a major win. It's awesome to see people coming together to share ideas and learn from each other. I'm intrigued by the idea of taking this concept beyond Quake itself and exploring new formats and ideas. ๐Ÿค”
 
I love how id Software's classic first-person shooter has given birth to this underground world of creative energy ๐Ÿคฏ! The fact that fans are gathering to build new levels and share their designs is just incredible ๐Ÿ’ป. It's amazing to see how the event is blurring the lines between professional game design and community-driven creativity - it's like a perfect storm of innovation and passion ๐Ÿ˜Š.

And I have to say, Robert Yang's contribution to Quake Brutalist Jam 3 was pure genius! His level design was like a masterclass in open-ended gameplay, blending elements of adventure games with the brutalism of Quake ๐Ÿ”ฅ. It's so refreshing to see an event that celebrates community-driven creativity and nurtures the next generation of game developers ๐ŸŒฑ.

What I love most about this phenomenon is its inclusivity - it's not just for hardcore fans, but also welcomes newcomers with open arms ๐Ÿ‘‹. The fact that they have a section dedicated to beginners ensures that everyone has the opportunity to participate and share their work, which is just amazing ๐Ÿ™Œ.

It's also great to see how Quake Brutalist Jam 3 embodies the ethos of building for the public - it's all about celebrating community-driven creativity and nurturing the future ๐ŸŒŸ. Let's keep supporting initiatives like this, which bring people together and create something truly beautiful โœจ.
 
๐Ÿšจ 77 brutalist-themed maps designed in just 1 event! ๐Ÿคฏ That's like releasing an entire new game with that many levels... Quake Brutalist Jam 3 is getting crazy! ๐Ÿ’ฅ And the best part? It's all community-driven, so everyone can participate and share their work. ๐Ÿ˜Š The level design is insane, especially Robert Yang's contribution "One Need Not Be a House". That's some next-level stuff right there ๐Ÿคฏ. I'm hyped to see what they do next... maybe we'll even get an official Quake game with that kind of creativity? ๐ŸŽฎ๐Ÿ’ป

Stats:
- 77 brutalist-themed maps designed
- 35 new levels produced in the first jam
- Robert Yang's contribution "One Need Not Be a House" gets 12k views on YouTube
- Quake Brutalist Jam 3 has 3000 attendees
- Average map completion time: 2 hours and 30 minutes
- Most popular level design style: minimalist brutalism
 
๐Ÿคฏ I'm so stoked about Quake Brutalist Jam 3! It's amazing to see how a community-driven event can bring people together and push the boundaries of what's possible in game design. The fact that it's not just for hardcore fans, but also welcomes newcomers with open arms is a total win in my book ๐ŸŽ‰. I love how the event celebrates creative level design and fosters a sense of community among creators ๐Ÿค. It's like, this underground movement where people can come together and share their ideas, and it's just so inspiring ๐Ÿ˜Š. And let's be real, the brutalist aesthetic is EVERYTHING ๐Ÿ”ฅ Can't wait to see what the organizers have in store for Quake Brutalist Jam 4! ๐ŸŽ‰
 
Wow ๐Ÿ˜ฎ I'm loving how this underground jam thingy is bringing out so much creativity in fans of Quake. It's like they're taking the original game and just running with it, making something entirely new and fresh! ๐Ÿคฏ The fact that it's not just for hardcore gamers but also welcomes newcomers is a big plus too. ๐Ÿ‘
 
๐Ÿคฉ can you believe how awesome Quake Brutalist Jam 3 was? I mean, 77 maps designed by veteran devs and fans? ๐Ÿš€ it's like they're pushing the limits of what's possible in level design! and to think it started with just a humble celebration of Quake's original levels ๐Ÿค“ ben hale's concierge job is literally the coolest thing ever ๐Ÿคซ and robert yang's contribution, One Need Not Be a House, was insane ๐Ÿ”ฅ

i love how inclusive this event is for newcomers ๐ŸŒˆ they're not just welcome, they're actively encouraged to participate ๐Ÿ˜Š it's like the organizers are saying, 'hey, we got your back' ๐Ÿ‘ and the fact that ben hale called it the "underground Met Gala of concrete murderzone design" ๐ŸŽ‰ is just genius

it's amazing how this grassroots movement is all about celebrating community-driven creativity ๐Ÿ’– and nurturing the next gen of game devs ๐Ÿค in a industry where creative freedom can be hard to come by, Quake Brutalist Jam 3 is like a breath of fresh air ๐ŸŒฟ
 
๐Ÿคฏ this jam is literally taking over my feeds ๐Ÿ“บ, id software's classic game is getting so much love from the community it's crazy ! the level designs are insane ๐Ÿ”ฅ i mean who knew brutalism could be so cool ? ben hale's concierge vibe is everything ๐Ÿ’โ€โ™‚๏ธ and robert yang's contribution was pure genius ๐Ÿคฏ one need not be a house is like, wow . what's even more impressive is that they're creating this community where people can share ideas and learn from each other ๐Ÿค it's not just for hardcore fans, anyone can join in on the fun ๐ŸŽ‰ gotta respect this grassroots movement and their dedication to pushing the limits of game design ๐Ÿ’ฅ
 
๐Ÿ˜ I'm literally stoked about QBJ3 ๐Ÿคฏ! Those level designs are insane! One Need Not Be a House is pure genius ๐Ÿค“. The fact that industry pros like Robert Yang are participating alongside amateur creators just shows how inclusive and awesome this community is ๐Ÿ’–. I mean, what's not to love about brutalist-themed maps and concrete textures? ๐Ÿ—๏ธ It's amazing how QBJ3 has taken the Quake community by storm and inspired so many new creators. And can we talk about how refreshing it is in an industry where big studios are all about profit over passion? ๐Ÿ’ธ This grassroots movement is the real MVP ๐Ÿ’ช
 
๐Ÿคฏ This Quake Brutalist Jam event is literally changing the game ๐ŸŽฎ. I mean, who needs AAA studios when you have a community coming together like this? It's amazing to see what creators can achieve with just concrete textures and their imagination ๐Ÿ’ก. And it's not just about the games themselves, but about building a sense of community and inclusivity ๐Ÿ”ฅ. The fact that they're welcoming newcomers with open arms and having a "beginners" section is genius ๐Ÿค“. This is exactly what needs to happen in the gaming industry โ€“ more grassroots initiatives that prioritize creativity over profit ๐Ÿ’ธ. I'm super excited to see where this movement goes next ๐Ÿš€.
 
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