The Edge from Quake 2

3dmodelling 3dprinting videogames

This is a 3D mini-replica of The Edge, the first deathmatch level from Quake 2.

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This was made from scratch based on running around the level on one screen and recreating on the other. Pretty accurate scale/layout-wise. Not sure what I'm going to do with this paint-wise, as it's so tiny. I think I may make a range of these from various awesome games and then display them in some way.

Printed without supports, which I regret now a little. It shaved 2 hours off of the print time but there are layer lines splitting and warping on the sides. Here are some work-in-progress snaps.

An initial test version that as stopped mid-print and was a bit small Printed and Curing Printed and cured, ready for cleaning/priming Primted

If you wanted to try printing this yourself, I've now added the STLs (two variants - one with roof coverings, one without). Click the thumbnails below to download each:

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You can also find the download over on my MyMiniFactory page here.

You can also view a 3D model by clicking the image below:

Who I am

I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.

From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.

I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable, Portal Knights, Lost in Random as well as a few random projects such as trailer for Terraria and Minecraft and the like. You've probably also heard my music in random TV commercials at some point.

What I'm using to develop

If I'm needing raw power, I'm most likely utilising C++ in Visual Studio 2008 (I know, I'm behind the times).

To knock up quick and effective systems, I'm usually using nodeJS in Visual Code.

If it's games stuff, you'll probably find me pottering about with Unreal Engine with a mixture of C++ and Blueprints.