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

Quake Brutalist Jam: where creativity and brutalism reign supreme in the underground gaming world.

The Quake Brutalist Game Jam has evolved into an event of note, attracting a devoted community of enthusiasts who celebrate the aesthetic and design sensibilities of 1990s-era id Software's first-person shooter. For its third iteration, the jam brought together 77 contributors over six weeks to create maps that embodied the brutalist architectural style.

The event began with Ben Hale, the event's concierge, and veteran modder Lain Fleming, who teamed up to create a new toolset for Quake. This ambitious project aimed to not only revamp existing content but also introduce innovative mechanics, resulting in an almost entirely new arsenal of weapons and enemies. The team worked tirelessly, with contributions pouring in from experienced developers, aspiring level designers, and enthusiasts.

The results are staggering – the featured map, Escape from KOE-37, is a three-hour masterpiece that sets a new standard for Quake content. With over 1,000 enemies to fight, this epic experience showcases the jam's contributors' dedication to creating immersive, high-intensity combat zones. Other standout maps include Yang's One Need Not Be a House, an open-ended level with branching paths and powerups.

Quake Brutalist Jam 3 is not just for die-hard Quake fans; its inclusive atmosphere welcomes newcomers and industry professionals alike. Robert Yang, game designer and professor at New York University's Game Centre, has contributed to the jam, creating a map that could easily fit in an adventure game like Myst. His level combines elements of architecture and puzzle-solving, setting it apart from traditional Quake maps.

The jam's community-driven approach resonates with Yang, who sees it as a manifestation of brutalist ideals – building for the public good, prioritizing functionality over ornamentation. As he notes, "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." This sentiment aligns with the jam's focus on community-driven creativity and open-source game development.

As the Quake Brutalist Game Jam concludes, its organizers have hinted at their next project – a fully independent video game, free from id Software's influence. Ben Hale sums up the situation: "After this jam, we're taking a bit of a break from modding and mapping for Quake... We love the community and aren't going anywhere. But also, we want to just make a game. We've been wanting to do that for so long it's starting to hurt."
 
🤔 I'm low-key obsessed with these underground gaming jams 🎮, and this Quake Brutalist Jam 3 is on another level 🔥. The attention to detail in the maps, especially "Escape from KOE-37", is mind-blowing 🤯. It's amazing how a community can come together to create something so polished and engaging 💻. I'm also loving the quote from Robert Yang about brutalism being about building for the public good - it's like he's talking straight to my soul 😊. Can't wait to see what these game devs come up with next 🎉, maybe a Quake spin-off that'll break the mold (pun intended) 🤣.
 
omg i'm literally hyped about this quake brutalist jam 3 lol its like they took all the 90s gaming nostalgia and mashed it into these sick maps 🤯 ben hale and lain fleming are total legends btw i love how they brought together devs, level designers, and enthusiasts to create something so dope escape from koe-37 is giving me life 😂 robert yang's map one need not be a house is so cool, like who wouldn't wanna explore an open-ended level with powerups? 🤔 i'm also low-key excited for the independent game they're planning to make after this jam 🎮 ben hale's right, it's been a while since we've seen something new from them and now they want to take a break from quake modding lol just teasing 😜
 
I'm loving this Brutalist Jam thing! The way they're all about embracing raw aesthetics over fancy frills is totally on point 🤯 They're like the anti-Valve, you know? All this polish and shine in the gaming world can be super pretentious, but Brutalism is just a refreshing dose of no-fuss, no-muss attitude. And it's dope to see how their community-driven approach has attracted some heavy-hitters from the industry. Robert Yang's Myst-esque map is a masterclass in how to take Quake and make it feel like an entirely different game 🤓 I'm hyped to see what they come up with next – that fully independent game sounds like a wild card that could shake things up 🎮
 
I'm loving how this underground gaming world is taking the 90s Brutalist aesthetic and running with it 🤖💥. The attention to detail on these Quake maps is insane - from the enemy spawn points to the destructible environments, it's like stepping into a real-life Brutalist building (but, you know, way more fun). And I'm super impressed by the community's dedication to this event - 77 contributors over six weeks? That's some serious grind 💪. Plus, having industry pros and newcomers working together is a great way to keep things fresh and innovative 🤝. Can't wait to see what these talented folks come up with next... maybe even a full-fledged game 🎮!
 
OMG I'm like totally obsessed with this whole brutalist jam thing 🤯 it sounds so cool! they're talking about id software and quake and stuff but honestly I was wondering how to change my phone wallpaper last week lol what's the deal with that? anyway back to the brutalist jam... it seems really cool that they got 77 people involved in just 6 weeks they must be like total pros or something did you know there are even video games for people who don't play them?
 
I'm so stoked about this Quake Brutalist Jam 3! 😍 I mean, who wouldn't want to see creativity and brutalism reign supreme in the underground gaming world? The fact that 77 contributors came together over six weeks is just mind-blowing. And can we talk about the featured map, Escape from KOE-37? That's like a three-hour masterpiece right there! 🤯 Over 1,000 enemies to fight? Yeah, that sounds like an absolute blast.

I love how Robert Yang's contribution, One Need Not Be a House, combines elements of architecture and puzzle-solving. It's so cool that he sees the jam as a manifestation of brutalist ideals – building for the public good and prioritizing functionality over ornamentation. That aligns with my own vibe, you know? 🌟

And I'm excited to hear about the next project from the organizers! A fully independent video game, free from id Software's influence? That sounds like a breath of fresh air to me. Can't wait to see what they come up with! 💻
 
🤯 man i loved watching this jam unfold 🚀 the way these creators poured their hearts into building these brutalist maps was insane 😲 and the community aspect of it all is what really gets me 🤝 seeing game designers like robert yang contributing alongside aspiring devs and mods its clear that the jam has created a space where everyone can thrive 💻 the whole thing felt super inclusive and i think thats whats gonna set it apart from other jams in the future 🔥 plus, the fact that they're working on their own indie project is super exciting 🎮 cant wait to see what they come up with next 👀
 
omg I'm so stoked about this Quake Brutalist Jam 3 🤯 it's like they're bringing back the radness of the 90s id Software games, you know? brutalist architecture and all that jazz is super inspiring, especially with Robert Yang's map being like a puzzle-adventure game 🧩💡 I mean, who wouldn't want to explore some gnarly, open-ended level that's got branching paths and powerups? it's like they're pushing the boundaries of what Quake can do, which is amazing. and I love how the community is behind this - it's all about collaboration and creativity, you feel me? 🤝
 
I'm loving this whole Quake Brutalist Jam thing 🤯! It's amazing to see people coming together to create something truly unique and immersive in the gaming world. I mean, 1,000 enemies to fight on a single map? That's just crazy 😱! And it's not just about the gameplay, it's also about the community and the culture surrounding it. The fact that they're embracing brutalism as an aesthetic is really cool – it's like they're celebrating the idea of functionality over ornamentation 💼.

I think what I love most about this jam is how inclusive it is 🤝. It's not just for die-hard Quake fans, but also for newcomers and industry professionals alike. And that's exactly what sets it apart from other game jams – it's all about collaboration and community-driven creativity. Plus, the fact that they're planning to create a fully independent game in the future is super exciting 🚀! Can't wait to see what they come up with next 👊
 
man i'm low-key impressed by this quake brutalist jam 3 🤯 they really brought out the big guns with those maps, especially escape from koe-37 that three hour map is no joke 😅 and i love how robert yang's level, one need not be a house, is more like an adventure game than a traditional quake map 🌆 it's cool to see the community driving creativity and open-source development, but idk why they gotta keep it so secretive about their next project 🤔 ben hale's just trolling us now
 
THE QUAKE BRUTalist GAME JAM IS THE ULTIMATE CELEBRATION OF CREATIVITY AND DESIGN IN GAMING!!! 🚀 IT'S AMAZING TO SEE HOW A COMMUNITY OF ENTHUSIASTS CAN COME TOGETHER TO CREATE SUCH EPIC CONTENT, FROM MIND-BLOWING LEVELS LIKE ESCAPE FROM KOE-37 TO INNOVATIVE TOOLSETS THAT REVOLUTIONIZE THE QUAKE EXPERIENCE!!! 🤖 WHAT I LOVE MOST ABOUT THIS JAM IS HOW IT'S ALL ABOUT BUILDING FOR THE PUBLIC GOOD AND CREATING SOMETHING BEAUTIFUL WITHOUT NEEDING EXTRAVAGANT ORNAMENTS - IT'S SO INSPIRING TO SEE ROBERT YANG'S MAP, ONE NEED NOT BE A HOUSE, WHICH COMBINES ARCHITECTURE AND PUZZLE-SOLVING IN PERFECT HARMONY!!! 🏰 THE JAM'S COMMUNITY-DRIVEN APPROACH IS TRULY REMARKABLE AND I'M SO EXCITED TO SEE WHAT THE ORGANIZERS HAVE PLANNED FOR THEIR NEXT PROJECT - A FULLY INDEPENDENT GAME THAT'S FREE FROM ID SOFTWARE'S INFLUENCE!!! 🎮 LET'S HOPE THEY ACTUALLY FOLLOW THROUGH ON THIS PLAN, BECAUSE IF THEY DO, WE'RE IN FOR A TREAT!!!
 
🤯 so I'm thinking about this quake brutalist jam thingy and I gotta say, its like they took all the retro vibes of 90s id software and mashed them together with modern gaming know-how 🎮💻. i mean, who wouldn't want to play a game that's all about brutalist architecture and intense combat zones? 🚧🔫

but what really gets me is how they brought this whole thing together as a community-driven effort 🤝. it's like they took all these talented devs, level designers, and enthusiasts and said "hey, let's make something amazing together!" ✨ and then just went for it 💪.

and i love that robert yang, the game designer dude, is on board with this whole thing 🙌. his map in the jam is like a masterclass in brutalist design - it's all about functionality and creating an immersive experience 🔩. and when he talks about how brutalism is about building for the public good, I'm like "yaaas, same energy!" 🤗

anyway, i'm hyped to see what these quake brutalist jam folks come up with next 🎉. maybe we'll even get a fully independent game out of it? 🤞
 
Back
Top