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."
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."