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What is your favourite own demoscene production?

category: general [glöplog]
 
Inspired by deepr's fantastic thread here, what are your favourites of your own productions and why?

In my case:

Fields of Glass
By far the most personal production I've never made. It's not a crowd favorite by far, but there's so much of myself in this that, despite its obvious flaws, it's still something that I fully stand behind. The song is very personal and the last photograph shows me and my wife on an seashone in Portugal at a time when things were very windy indeed.

Virta
So many emotions went into making this, and I think it shows. A breakup demo if there ever was one. Also probably the epitome of "Traction style", whatever this is. And Gargaj's track carries it all through to the end.

Fairytale
The big crowdpleaser. It hasn't really aged all that well in some ways, and it's far from what it ever should have been, but there's a sort of naive enthusiasm in it that's missing from my later stuff. And apparently the comeback from the Romeo Knight dude was a big thing. Who would've known (I certainly didn't)? The growing vine spiral thing in the end is one of my own favorite pieces of code I've written. And almost the entire Brainstorm community participated in this in one way or another. That's something to nostalgize over.
added on the 2021-04-12 12:38:20 by Preacher Preacher
Subspace
I like how this came together. I think it is the best demo I did so far: Coherent, okish pacing, packs some punch/attitude and the end result has the look/atmosphere I was aiming for. Music fits as well, i think.
From the coding side (DX11) I managed to strictly focus on a no-bullshit approach with pretty low-tech model import pipeline (.3ds yay). First time using rocket, and it really helped syncing/iterating.
Sadly it didn't really appeal to the NVscene 2014 audience it seems.

Kilo Volt
Shown second to last in Evoke demo compo, but ultimately came last. Was fun to work on it, was quite happy how the code turned out. Working with hellfire on some design tips was another major hilight on this one. Had a lot of fun working on it (albeit quite rushed..)

Proton
DX9 demo with many nice SM3 effects (on the fly SH mesh evaluation, hardware instancing, parallax mapping, etc.) A focus on math-based effects.
In retrospect I hate the music and "design"/colors of many parts in this demo, which ruined the good stuff (effects).
Development was painfully long, however working closely with hijacker on the code was a very motivating experience.
added on the 2021-04-12 13:35:16 by spike spike
Drinking Buddies

I like this because it's high adrenaline in every aspect; the production, showing it in the compo and the pacing in the demo itself.

JackAsser asked just a few days before X if I had a picture, which I had - and then it was frantic work with repurposing it for the demo and making charsets for the presentation screens and intro/end scrollers.

Pernod worked on his effect right up until the deadline and most of the other effects were either party coded or linked in the very last minute.

During the compo, we first thought it odd that they'd placed the demo so late in the succession, but after Censor's Star Wars demo came to an end we realized they weren't gonna show it at all. JackAsser and Pernod quickly got up and sprinted across the party hall and up the stairs to the orga booth, asking what the heck they thought they were doing.

The orgas were innocent, of course. Turns out the demo had been uploaded to the "other releases" category. So we got our production shown last in the compo all thanks to a silly mistake. Good times!
added on the 2021-04-12 13:53:39 by grip grip
Revolution
Our biggest demo. Featured a spinning island of Ireland and a logo very similar to the Guinness logo.
added on the 2021-04-12 14:10:59 by DaD1916 DaD1916
Ah nice idea :) Having 100+ prods makes this a bit hard since many have some sort of memory/experience attached. Sure, results may vary depending on the point of view and the time passing I guess.

tension
My 1st game release. It is one of my favourite productions because I play it myself from time to time. Yeah, it's fun! Check it out ;)

fucking columns, the
Another game. Even though it is quite new it was by far my biggest coding challenge since I entered the scene. I am very proud of getting it done in 256b. And that is enough reason.

streams of gaia
Looking back I always stop at this intro because for me it marks the point where I found my direction and where I stepped up my game a lot in terms of designing things.

As I said above there are more prods but making a long list has no use and I guess would be even more annoying.

I am looking forward to the future answers in this thread. It is interesting to see a personal choice that does not neccessarily align with the popularity of the prod(s).
heh
added on the 2021-04-12 15:07:04 by 100bit 100bit
'1finger' because it became more or less what we expected, i still love its in-your-faceness. And the creation process of it was fun too... like shooting random videos while clubbing to triangulate later.

'Raspberry Psy' because 75% of the artwork was mine and it came out rather well, apart from the 10% of butt ugly artwork that RamonB5 hustled from some other Desire member and was put in the demo without my knowledge while i was on holidays. Ironically the butt ugly artwork looks like a 'did not come out so well'-psy demo i did in ~2003 :P

'Variform 2' for the giggles making it. And the unexpected troll support from revision orgas to display it as the last demo in the compo.

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