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Learning paths

Learn demoscene and Assembly creative disciplines through hands-on labs, guided missions, tool pathways and submission preflight. Every foundation path here is free, runs entirely in your browser, and stores progress on your own device.

What would you most like to make?

Demosceners often perform several roles, and many switch over time. Pick the one you are most curious about today — every path stays open.

No role selected. All paths are shown in their default order.

What each path actually gives you

  • Interactive Lab

    Change controls and immediately see or hear the result.

    LIVE PREVIEW

  • Guided Tool Path

    Build a usable plan and continue in established creative software.

    GENERATED PLAN

  • Hardware / Submission Companion

    Generate a target-specific checklist and takeaway.

    CHECKLIST + REPORT

Not every path is a full browser editor. Each card below states what it produces.

Available now

First Effects

~15 MIN

Interactive LabLIVE PREVIEW

Starfield, Plasma and Tunnel: the three classic browser-demo effects, with one practice mission each.

Create, remix and export your first real-time browser demo.

  • Starfield
  • Plasma
  • Tunnel
  • perspective and depth
  • sine-wave interference
  • polar geometry and apparent motion

0/3 DONE · Complete the Starfield, Plasma and Tunnel missions.

START PATH

Text & Motion

~10 MIN

Interactive LabLIVE PREVIEW

Build a scrolltext and learn how speed, direction and spacing change the way moving typography reads.

Make moving typography that stays readable.

  • scrolltext
  • typography in motion
  • speed, direction and spacing
  • greetings and short messages

0/1 DONE · Complete the Control the scroll mission.

START PATH

Core Demo Craft

~20 MIN

Interactive LabLIVE PREVIEW

The universal ideas behind every demo: scene time, waves, building one effect, combining effects, sync, flow and release.

Understand the concepts every demoscene discipline shares.

  • what a demo is
  • scene time
  • amplitude, frequency and phase
  • building one effect
  • a bag of tricks
  • combining effects
  • sound and sync
  • concept and flow

0/0 DONE · Complete all nine Core Demo Craft lessons.

START PATH

Production Design & Flow

~15 MIN

Interactive LabGENERATED PLAN

Plan a whole production: platform, concept, mood, palette and a storyboard of scenes with an opening, escalation, climax and ending.

Turn isolated effects into one planned production.

  • platform profiles
  • concept in one sentence
  • mood and visual language
  • storyboarding
  • pacing and duration
  • transitions

0/1 DONE · Complete the three-scene arc mission.

START PATH

Release, Rights & Community

~15 MIN

Interactive LabCHECKLIST + REPORT

Document what you used, generate a readme.txt, work through a release checklist, and learn how the community actually works.

Package and document a release honestly.

  • provenance ledger
  • licences and credit
  • AI-use disclosure
  • readme.txt
  • release checklist
  • demogroups and roles

0/1 DONE · Work through the release checklist with no unresolved asset rights.

START PATH

Pixel & Palette

~20 MIN

Interactive LabLIVE PREVIEW

Colour, form and constraint in pixel graphics: why a small palette reads better than a large one, and how to keep a tiny image legible.

Draw a readable pixel study inside a strict four-colour palette.

  • limited palettes
  • readability at small sizes
  • silhouette and contrast
  • dithering as a value tool
  • clusters, not confetti

0/0 DONE · Pick a palette, paint at least 24 pixels using at most four colours, and describe the focal point.

START PATH

Sound & Sync

~20 MIN

Interactive LabLIVE PREVIEW

How a demo is timed to music: beats, bars, accents and the silence that makes the next hit land.

Plan a cue sheet where visuals change on musical events.

  • beats and bars
  • cue sheets
  • accents
  • anticipation and silence
  • sync without audio files

0/0 DONE · Place at least three visual changes, one accent and one silence on different beats, then play the cue sheet until it reaches one of them.

START PATH

Composition & Arrangement

~20 MIN

Guided Tool PathGENERATED PLAN

Sections, contrast and build-ups: how a soundtrack is shaped so a demo has somewhere to arrive.

Arrange a track structure that supports a production.

  • sections
  • contrast
  • build-ups
  • duration budgeting
  • supporting the visuals

0/0 DONE · Four or more sections including an intro and an outro, totalling between 60 and 300 seconds.

START PATH

Rhythm & Groove

~15 MIN

Interactive LabLIVE PREVIEW

Beats, subdivision and variation: the rhythmic backbone under almost every demo soundtrack.

Program a drum pattern and one variation that keeps energy moving.

  • steps and subdivision
  • kick and snare relationship
  • hi-hat density
  • variation
  • groove as repetition plus change

0/0 DONE · A kick on step 1, at least one snare, four or more hits in total, a variation bar that differs from the main bar, and both bars played in the preview.

START PATH

Tracked Music

~25 MIN

Guided Tool PathGENERATED PLAN

Patterns, channels, samples and order lists: how scene music has been written since the Amiga, and why trackers still win for size.

Plan a tracker pattern across four channels and an order list.

  • patterns and rows
  • channels
  • samples and instruments
  • order lists
  • module formats

0/0 DONE · At least six rows written, every one of the four channels used, and an order list described.

START PATH

One-Screen Game

~20 MIN

Guided Tool PathGENERATED PLAN

Scope, loop and completion: how to design something small enough that you actually finish it.

Specify a tiny complete game that fits on a single screen.

  • core loop
  • single-screen scope
  • feedback
  • failure and restart
  • finishing

0/0 DONE · Every line of the design card is answered.

START PATH

Shaders & 3D

~20 MIN

Interactive LabLIVE PREVIEW

Coordinates, repetition and distance fields: the mental model behind shader demos, without writing GLSL yet.

Explain how per-pixel maths and simple 3D distance fields make images.

  • per-pixel thinking
  • normalised coordinates
  • domain repetition
  • signed distance fields
  • raymarching in outline

0/0 DONE · Change the field away from its initial configuration and reach a repeated, tightly scaled field with a small radius.

START PATH

Fantasy Consoles

~15 MIN

Guided Tool PathGENERATED PLAN

Deliberately limited machines with their own editors, palettes and export formats — and why limits make finishing easier.

Choose a fantasy console and plan a production inside its limits.

  • hard limits
  • built-in toolchains
  • cartridge formats
  • palette and resolution budgets
  • sharing a cart

0/0 DONE · Select a console, confirm at least four checklist items, and write your one-sentence pitch.

START PATH

Size Coding

~15 MIN

Interactive LabLIVE PREVIEW

Why extreme size limits change every decision: procedural instead of stored, generated instead of authored.

Fit a production inside a 4K budget by choosing what to cut.

  • byte budgets
  • procedural generation
  • compression-friendly code
  • cutting features
  • intros vs demos

0/0 DONE · Select three or more features that fit inside 4096 bytes, and explain what you cut.

START PATH

Oldskool Concepts

~15 MIN

Interactive LabLIVE PREVIEW

Copper bars, raster splits, palette tricks and sprite multiplexing: effects invented because the hardware left no other option.

Explain where classic hardware tricks came from and why they looked like that.

  • raster beam timing
  • copper bars
  • palette cycling
  • sprite multiplexing
  • hardware as a constraint

0/0 DONE · Configure at least six copper bars, an active raster split and palette cycling, and confirm three concepts.

START PATH

Platform-Specific Workflows

~20 MIN

Hardware / Submission CompanionCHECKLIST + REPORT

Toolchains, emulator testing and real-hardware verification for classic and modern targets.

Know the build, test and packaging route for one target platform.

  • cross-assemblers and compilers
  • emulator vs hardware
  • disk and cartridge images
  • transfer methods
  • packaging for a party

0/0 DONE · Select a platform and confirm all five steps of its route.

START PATH

Digital Graphics

~20 MIN

Guided Tool PathGENERATED PLAN

Composition, value and finish in still digital artwork — plus the WIP shots graphics competitions expect.

Plan a still image that holds a big screen, with work-in-progress evidence.

  • focal point
  • value structure
  • colour harmony
  • finish and restraint
  • work-in-progress evidence

0/0 DONE · Describe focal point, value structure and palette intent, and commit to at least three WIP stages.

START PATH

3D Graphics

~20 MIN

Guided Tool PathGENERATED PLAN

Modelling, materials, lighting and rendering, taught as decisions rather than as menu clicks.

Plan a 3D still: subject, materials, three-point lighting and camera.

  • primitives and blockout
  • materials and roughness
  • three-point lighting
  • camera and framing
  • render settings

0/0 DONE · Every line of the shot plan is answered.

START PATH

Short Film

~20 MIN

Guided Tool PathGENERATED PLAN

Shooting, editing and sound for short-film competitions: the smallest structure that still tells something.

Break a short film into shots with a clear arc and a real duration.

  • shot lists
  • coverage
  • pacing
  • sound as half the film
  • delivery formats

0/0 DONE · Three to eight shots totalling 30 to 300 seconds, including an opening, an escalation and an ending.

START PATH

Real Wild

~15 MIN

Hardware / Submission CompanionCHECKLIST + REPORT

Physical builds and stunts, plus the safety thinking and capture plan a wild entry actually needs.

Plan a physical production and the footage that proves it happened.

  • physical builds
  • safety and risk
  • capture plan
  • evidence of authorship
  • delivery as video

0/0 DONE · Describe idea, materials and procedure, and confirm at least four safety and capture steps.

START PATH

Competition Preparation

~15 MIN

Hardware / Submission CompanionCHECKLIST + REPORT

Deadlines, formats, screenshots and evidence — the unglamorous work that decides whether an entry runs at all.

Assemble a submission package without last-minute surprises.

  • compo rules
  • deadlines
  • delivery formats
  • screenshots and previews
  • backup captures
  • authorship evidence

0/0 DONE · Name the party and your personal deadline, select a competition type, and confirm all six package items.

START PATH