First Effects
~15 MINInteractive 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 PATHText & Motion
~10 MINInteractive 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 PATHCore Demo Craft
~20 MINInteractive 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 PATHProduction Design & Flow
~15 MINInteractive 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 PATHRelease, Rights & Community
~15 MINInteractive 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 PATHPixel & Palette
~20 MINInteractive 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 PATHSound & Sync
~20 MINInteractive 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 PATHComposition & Arrangement
~20 MINGuided 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 PATHRhythm & Groove
~15 MINInteractive 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 PATHTracked Music
~25 MINGuided 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 PATHOne-Screen Game
~20 MINGuided 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 PATHShaders & 3D
~20 MINInteractive 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 PATHFantasy Consoles
~15 MINGuided 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 PATHSize Coding
~15 MINInteractive 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 PATHOldskool Concepts
~15 MINInteractive 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 PATHPlatform-Specific Workflows
~20 MINHardware / 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 PATHDigital Graphics
~20 MINGuided 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 PATH3D Graphics
~20 MINGuided 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 PATHShort Film
~20 MINGuided 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 PATHReal Wild
~15 MINHardware / 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 PATHCompetition Preparation
~15 MINHardware / 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