It's the underground Met Gala of concrete murderzone design: welcome to Quake Brutalist Game Jam
In an unassuming concrete bowl surrounded by rocky outcroppings, a lone spire rises like a sentinel, protecting a rusted trapdoor from the elements. Step on the trapdoor and it will swing open like iron jaws, swallowing you into a subterranean museum. As you emerge from this underground world, dozens of doors line the walls of three vaulted grey galleries, each leading to a pocket dimension of dizzying virtual architecture and fierce gladiatorial combat.
Welcome to Quake Brutalist Jam, the hottest community event for lovers of id Software's classic first-person shooter. First run in 2022, the Jam started out as a celebration of old-school 3D level design, where veteran game developers, aspiring level designers, and enthusiast modders gathered to construct new maps and missions themed around the austere minimalism of brutalist architecture.
This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. To put this into perspective, the original Quake, built by legendary game designers such as John Carmack, John Romero, Tim Willits, and American McGee, featured a mere 37 levels when it was first released.
The event's concierge, Ben Hale, is a professional game developer working as a senior environment artist on the forthcoming survival game Subnautica 2. As a child, Hale learned to build Quake levels with his older brother's encouragement. "He was very supportive, despite how often I bluescreened his computer," Hale recalls.
The idea for a brutalism-themed "jam" – a hobbyist term for an intensive, community game development session that takes place over several days or weeks – came from another Quake mapper named Benoit Stordeur, inspired by Hale's concrete textures. "I posted a poll [of themes] for the community to vote on, with brutalism as a choice. Brutalism won by a wide margin," Hale says.
The first Quake Brutalist Jam captured the community's imagination, with participants producing 35 levels in two-and-a-half weeks using Hale's concrete textures. In a game that already features oppressive gothic and industrial environments, the moody stylings of brutalism proved powerful creative fuel.
This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. The overhaul proved hugely successful, with Quake Brutalist Jam 3 having more than double the number of participants for previous jams – so many that Hale had to radically alter his plans for the Start map, the playable mission-select screen.
The range of levels contributed by the community is enormous. There are quickfire experiments that last a matter of minutes, high-intensity "slaughtermaps" designed to test player reflexes, ambitious, narrative-driven exploration levels that pay tribute to the form and shape of virtual architecture, and gargantuan gun-fests that last an hour or longer.
The featured map, Escape from KOE-37, is almost a game in its own right – an epic three-hour affair heavily inspired by Half-Life with its own storyline and more than 1,000 enemies to fight. Its creator, who goes by the online handle Mazu, spent about 400 hours building it.
The community's efforts are remarkable, given that linear, single-player first-person shooters have become relatively rare in mainstream game development, pushed to one side in favor of sprawling open worlds and multiplayer experiences. Events such as QBJ3, alongside other Quake mods such as Arcane Dimensions and The Immortal Lock, are not only keeping this style of virtual architecture alive but often surpassing the achievements of the old masters.
Quake Brutalist Jam 3 isn't just for hardcore Quake fans and shooter addicts. This year's Start map has a section dedicated to newcomers with little to no mapping experience. At the other end of the spectrum, it has also seen contributions from industry professionals such as game designer and former teacher at New York University's Game Centre, Robert Yang.
"It's the underground Met Gala of concrete murderzone design," Yang says. "Everyone shows off, everyone nurtures the new faces, everybody eats. I love it." For his contribution, One Need Not Be a House, Yang created an open-ended map that wouldn't look out of place in an adventure game like Myst.
Yang's map was inspired by the architect Louis Kahn's 'brick brutalism masterpieces – the National Assembly complex in Dhaka, Bangladesh, and the Indian Institute of Management in Ahmedabad, India. He also drew inspiration from one of the most famous levels from Halo: Combat Evolved – The Silent Cartographer. "I wanted to make a similar non-linear map but with many branching paths, so you can mix and match your own route, get powerups out of order, and feel like you're getting away with something," Yang says.
Yang doesn't particularly like playing Quake as a shooter, but he admires how Quake Brutalist Jam 3 hints at a potential alternative way of making games, one that is driven by community rather than profit. "Brutalism, especially in the UK, is about building for the public," Yang says. "You don't need to add beautiful ornaments because building and nurturing the future is already beautiful." This sentiment echoes the event's ethos – a socialist utopia where handcrafted video games are a free public good that brings people together.
After this jam, the organizers plan to take a break from modding and mapping for Quake. "We love the community and the continuous celebration of each other's work," Hale concludes. "But also, we want to just make a game. We've been wanting to do that for so long it's starting to hurt."
In an unassuming concrete bowl surrounded by rocky outcroppings, a lone spire rises like a sentinel, protecting a rusted trapdoor from the elements. Step on the trapdoor and it will swing open like iron jaws, swallowing you into a subterranean museum. As you emerge from this underground world, dozens of doors line the walls of three vaulted grey galleries, each leading to a pocket dimension of dizzying virtual architecture and fierce gladiatorial combat.
Welcome to Quake Brutalist Jam, the hottest community event for lovers of id Software's classic first-person shooter. First run in 2022, the Jam started out as a celebration of old-school 3D level design, where veteran game developers, aspiring level designers, and enthusiast modders gathered to construct new maps and missions themed around the austere minimalism of brutalist architecture.
This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. To put this into perspective, the original Quake, built by legendary game designers such as John Carmack, John Romero, Tim Willits, and American McGee, featured a mere 37 levels when it was first released.
The event's concierge, Ben Hale, is a professional game developer working as a senior environment artist on the forthcoming survival game Subnautica 2. As a child, Hale learned to build Quake levels with his older brother's encouragement. "He was very supportive, despite how often I bluescreened his computer," Hale recalls.
The idea for a brutalism-themed "jam" – a hobbyist term for an intensive, community game development session that takes place over several days or weeks – came from another Quake mapper named Benoit Stordeur, inspired by Hale's concrete textures. "I posted a poll [of themes] for the community to vote on, with brutalism as a choice. Brutalism won by a wide margin," Hale says.
The first Quake Brutalist Jam captured the community's imagination, with participants producing 35 levels in two-and-a-half weeks using Hale's concrete textures. In a game that already features oppressive gothic and industrial environments, the moody stylings of brutalism proved powerful creative fuel.
This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. The overhaul proved hugely successful, with Quake Brutalist Jam 3 having more than double the number of participants for previous jams – so many that Hale had to radically alter his plans for the Start map, the playable mission-select screen.
The range of levels contributed by the community is enormous. There are quickfire experiments that last a matter of minutes, high-intensity "slaughtermaps" designed to test player reflexes, ambitious, narrative-driven exploration levels that pay tribute to the form and shape of virtual architecture, and gargantuan gun-fests that last an hour or longer.
The featured map, Escape from KOE-37, is almost a game in its own right – an epic three-hour affair heavily inspired by Half-Life with its own storyline and more than 1,000 enemies to fight. Its creator, who goes by the online handle Mazu, spent about 400 hours building it.
The community's efforts are remarkable, given that linear, single-player first-person shooters have become relatively rare in mainstream game development, pushed to one side in favor of sprawling open worlds and multiplayer experiences. Events such as QBJ3, alongside other Quake mods such as Arcane Dimensions and The Immortal Lock, are not only keeping this style of virtual architecture alive but often surpassing the achievements of the old masters.
Quake Brutalist Jam 3 isn't just for hardcore Quake fans and shooter addicts. This year's Start map has a section dedicated to newcomers with little to no mapping experience. At the other end of the spectrum, it has also seen contributions from industry professionals such as game designer and former teacher at New York University's Game Centre, Robert Yang.
"It's the underground Met Gala of concrete murderzone design," Yang says. "Everyone shows off, everyone nurtures the new faces, everybody eats. I love it." For his contribution, One Need Not Be a House, Yang created an open-ended map that wouldn't look out of place in an adventure game like Myst.
Yang's map was inspired by the architect Louis Kahn's 'brick brutalism masterpieces – the National Assembly complex in Dhaka, Bangladesh, and the Indian Institute of Management in Ahmedabad, India. He also drew inspiration from one of the most famous levels from Halo: Combat Evolved – The Silent Cartographer. "I wanted to make a similar non-linear map but with many branching paths, so you can mix and match your own route, get powerups out of order, and feel like you're getting away with something," Yang says.
Yang doesn't particularly like playing Quake as a shooter, but he admires how Quake Brutalist Jam 3 hints at a potential alternative way of making games, one that is driven by community rather than profit. "Brutalism, especially in the UK, is about building for the public," Yang says. "You don't need to add beautiful ornaments because building and nurturing the future is already beautiful." This sentiment echoes the event's ethos – a socialist utopia where handcrafted video games are a free public good that brings people together.
After this jam, the organizers plan to take a break from modding and mapping for Quake. "We love the community and the continuous celebration of each other's work," Hale concludes. "But also, we want to just make a game. We've been wanting to do that for so long it's starting to hurt."