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Core demo craft

The ideas every demoscene discipline shares, one short exercise at a time. Your progress is kept on this device only.

0/9 LESSONS COMPLETE

  1. What is a demo?

    CONCEPT

    A demo is a real-time audiovisual performance generated by the computer. It follows a designed sequence from beginning to end. You watch it rather than play it—and Escape exits.

  2. Scene time and frame-independent motion

    CONCEPT

    A demo moves by elapsed time, not by counting frames. That is why the same production looks the same on a fast machine and a slow one. Every effect here is drawn from the seconds that have passed since playback started.

  3. Waves: amplitude, frequency and phase

    EXERCISE

    Most classic effects are repeating waves. Frequency is how tightly the wave repeats, amplitude is how strong it is, and phase is where it starts — moving the phase over time is what makes a still pattern move.

    GOAL · Make broad, slow bands: lower the wave frequency and calm the colour motion.

    Three dials for PLASMA. Move one and the preview changes instantly — nothing can break.

    Changes the size of the flowing color bands.

    Combines waves into simpler or more complex shapes.

    Changes how quickly colors cycle through the pattern.

    Exercise in progress.

  4. Building one effect

    EXERCISE

    An effect is a small set of rules drawn many times per second. Starfield is three numbers per star, projected through a perspective divide. Change one rule and the whole look changes.

    GOAL · Build a wide, calm flight: a broad field of view with a gentle speed.

    Three dials for STARFIELD. Move one and the preview changes instantly — nothing can break.

    Changes how quickly stars move toward the camera.

    Adds or removes stars without changing their speed.

    Changes how wide or focused the flight feels.

    Exercise in progress.

  5. Saving a bag of tricks

    CONCEPT

    Demosceners keep the variations they like and reuse them later. In SceneStart that is the local project file: save the settings you are happy with, and open them again in any session.

  6. Combining effects

    EXERCISE

    Two simple effects together read as one richer scene: geometry plus typography, or depth plus colour. Combining is mostly about restraint — one idea should stay dominant.

    GOAL · Make a tunnel calm enough to sit behind text: tight rings, slow travel.

    Three dials for TUNNEL. Move one and the preview changes instantly — nothing can break.

    Changes how compressed the tunnel rings feel.

    Rotates rings farther into the scene.

    Changes how quickly you move through the tunnel.

    Exercise in progress.

  7. Sound and synchronisation concepts

    CONCEPT

    Sync means motion changes on musical events: a beat, a bar, a section. Even without audio you can design in bars — decide how long a section lasts, then change something exactly when it ends.

  8. Concept, pacing and flow

    CONCEPT

    A production is a sequence, not a slideshow of effects. Opening, escalation, climax and ending give the audience somewhere to arrive. Plan that arc before adding more effects.

  9. Preparing a release

    CONCEPT

    A release is a package someone else can run: an obvious file, run instructions, credits, and honest documentation of anything you did not make yourself.