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Spielkultur | Special | 4Sceners

4Sceners: "in.out.side" has a file size of 50MB. Don't you think that's too much? Most of todays demos only have a size of just 10 to 15MB and also many demo competitions limit the size of a demo to that.

 

OneHalf: Yes, looking from that point when most demos are less than 20MB, 50MB would seem a bit to much, but in ImagineCup the size limit was 150MB, so we still had a lot of space to fill :) Anyway 150MB size limit sounds like crazy idea to me, because I can hardly imagine a demogroup filling 150MB and making such a demo run on an average computer; and making all this stuff on free time in less than six months. Having such a size limit, we didn't care much about size: most of size is taken by textures (every object has texture, specular, normal and abient oclusion maps), we could have compressed them, but we didn't want to lose quality.

 

Everything depends on the way you look: for example, 3DMark is much larger than our demos, so are the

The main character in "in.out.side" was completely animated by hand!

demos that ATI/nVidia do for new videocard launches. So while 50MB is unusual in the demo scene - is it really that large? :)

 

4Sceners: Wouldn't it be challenging for you to create a 64k intro and getting out the maximum out of this limitation?

 

NeARAZ: We fully agree that we don't have the skills to make 64k intros (yet :)). Paulius was planning to make 64k intro this year, but these plans were ruined by other works (making other demos, writing master thesis and so on...). I guess were are more into demos than into intros, but it is nice to try your abilities in both compos anyway...

 

4Sceners: Is the robot in "in.out.side" animated by hand or have you used motion capturing?

 

OneHalf: Everything was animated by hand. We were very very lucky to find Antanas "AB" Balvocius (he did all animations and some modelling). We were impressed by the quality of his animations after first sets were done. We were working with him for the first time, but surely we will invite him into our upcoming projects.

 

4Sceners: "in.out.side" looks more like a video or computer game, than a typical scene demo. Why have you decided to make a more game alike presentation?

 

OneHalf: I like demos from scene, but I also like demos made by various commercial companies (ATI, nVidia, 3DMark). Frankly speaking this demo was remotely inspired by "Vulcan" demo by nVidia. We came up with the idea about about a year ago, and later we modified a bit, when "topic" of the competition was announced (topic is "dissolving boundaries", that's why we have that "wise scene poetry" at the demo end :))

 

From other point we had some experience in game making before we started making demos, so I guess for us it is more easy to make "real" than usual/"abstract" demo.

 

Commercial demos like the ones from ATi are bigger in size than usual scene demos.

4Sceners: Don't you think that the demoscene will loose its true spirit if more game alike demos will be created?

 

NeARAZ:Well, when we discovered the demoscene, it was said that demo should show something what looks imposible on that computer or some very innovative effects. How many demos do you know which would satisfy both or at least one of this? I agree that there are some intros (64kb and 4kb) which looks like something imposible, but some part of the scene lost this "true spirit" long time ago. Ok, we won't start whinning about "scene is dead since 1990" :)

 

We don't see any problems in going any direction at all. The world is changing, so is the demoscene. Before it was "pushing hardware to it's limits", now the focus is more on the design/story/composition. Is that already a "false spirit"? We don't know :)

 

4Sceners: What's your opinion if people say that a typical scene demo has to show cubes, strange objects and different effect layers? Otherwise it won't be a real scene demo?

 

NeARAZ: I would add "credits" and "greetings" to this list. Damn, our demo doesn't has any of these... so can we call it a demo? :) I (Paulius) saw such list of "must have" in some "about demoscene" webpage and I was actualy using it when I was making my first serious demo ("Demo 612"). We are not trying to follow such rules now and we don't care a lot about it, we just making what we like most and what we are best in. Perhaps we aren't good at making cubes and effect layers... Anyway we usualy try to include credits and greetings, but "in.out.side: the shell" was targeted for "other" audience, so it doesn't have it.

There is one good saying: why would you like to stay the same in this dynamic environment?...

  
 
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