Past, present and future of the demoscene

Art for art's sake

The focus has shifted slightly towards the artistic side of things in recent years, since the prominent demo platform – the PC – has no fixed hardware on which to truly prove one's programming dominance. But this means that old platforms are still held in some reverence, particularly when it comes to records.

Stargazer

CORPORATE BACKING: Orb's Stargazer won top prize at NVScene 2008, which is a coding competition sponsored by Nvidia

While many demosceners have gone on to proper jobs within the game industry – Finnish company Remedy Entertainment started in the demoscene and went on to write the Max Payne games, for example – demosceners themselves thrive on fixing the parameters. "Interactivity and real-time coding were very valuable in the past, but not anymore," says Quilez.

"Anybody can do real-time today – even Flash developers! Non-interactivity is very important, as we can plan the piece as if it was a movie, placing cameras exactly where we want and not where the user or the random music of a DJ dictates."

Paul Grenfel suggests that the scene continues to this day, "because it keeps evolving. Because there are always new techniques to try out. Because design trends come and go. Because there are people whose entire lives revolve around the scene and because new people are constantly finding out about us, and what we do, and wanting to get involved."

For Quilez, the scene is yet to reach its potential. "My final goal," he says, "is to surprise people with the fact that you can build beauty (both abstract and non-abstract) out of cosines and logarithms. I will continue doing this, and hopefully find a good channel to express this idea to the mainstream public."