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==Influence== <!-- Deleted image removed: [[File:Mobile demo anal party iv.jpg|thumb|270px|A demo running on a [[TI-86]] calculator]] --> Although demos are a rather obscure form of art, even in traditionally active demoscene countries, the scene has influenced areas such as [[Video game|computer games industry]] and [[new media art]].<ref>{{cite web|url=http://www.gamespy.com/articles/595/595975p1.html|publisher=GameSpy|title=Will Wright Presents Spore... and a New Way to Think About Games|date=14 March 2005|author=David 'Fargo' Kosak|access-date=1 February 2019|archive-date=11 February 2019|archive-url=https://web.archive.org/web/20190211170629/http://www.gamespy.com/articles/595/595975p1.html|url-status=live}}</ref><ref>{{cite magazine|url=http://www.spiegel.de/netzwelt/web/demoscene-bit-zauberer-lassen-computer-malen-a-442536-2.html|magazine=Der Spiegel|title=Warum Informatiker Demo-Codern mit offenem Mund zuhören - und was Will "Sims" Wright der Demoscene schuldet|date=15 October 2006|author=Moses Grohé|access-date=1 February 2019|archive-date=2 September 2019|archive-url=https://web.archive.org/web/20190902084111/https://www.spiegel.de/netzwelt/web/demoscene-bit-zauberer-lassen-computer-malen-a-442536-2.html|url-status=live}}</ref><ref>{{cite web|url=http://zine.bitfellas.org/article.php?zine=14&id=18|publisher=Bitfellas|title=Demo Effects in Games|date=1 August 2010|author=Bobic and Axel|access-date=1 February 2019|archive-date=23 September 2019|archive-url=https://web.archive.org/web/20190923030429/http://zine.bitfellas.org/article.php?zine=14&id=18|url-status=live}}</ref> Many European game programmers, artists, and musicians have come from the demoscene, often cultivating the learned techniques, practices and philosophies in their work. For example, the Finnish company [[Remedy Entertainment]], known for the [[Max Payne]] series of games, was founded by the PC group [[Future Crew]], and most of its employees are former or active Finnish demosceners.<ref>{{cite web|url=http://www.4players.de/4sceners.php?LAYOUT=dispbericht&world=4sceners&BERICHTID=5157&autorid=260|publisher=4players.de|title=Sceners in the Games Industry|date=18 January 2007|author=Bobic|access-date=17 February 2011|archive-date=14 March 2012|archive-url=https://web.archive.org/web/20120314141954/http://www.4players.de/4sceners.php?LAYOUT=dispbericht&world=4sceners&BERICHTID=5157&autorid=260|url-status=live}}</ref><ref>{{cite web |url=http://sci.aalto.fi/en/current/news/view/2012-09-28/ |title=Jaakko Lehtinen appointed as a Professor in the School of Science |date=2012-09-28 |quote=The so-called demoscene has laid a foundation for the active and internationally astonishingly successful Finnish games industry. |access-date=2 October 2012 |archive-date=4 October 2012 |archive-url=https://web.archive.org/web/20121004005912/http://sci.aalto.fi/en/current/news/view/2012-09-28/ |url-status=live }}</ref> Sometimes demos even provide direct influence even to game developers that have no demoscene affiliation: for instance, [[Will Wright (game designer)|Will Wright]] names demoscene as a major influence on the [[Maxis]] game [[Spore (computer game)|Spore]], which is largely based on [[Procedural generation|procedural content generation]].<ref>{{cite web |url=http://www.gamespy.com/articles/595/595975p1.html |title=Will Wright Presents Spore... and a New Way to Think About Games |work=[[GameSpy]] |author=Dave 'Fargo' Kosak |date=2005-03-14 |access-date=16 October 2007 |archive-date=15 October 2007 |archive-url=https://web.archive.org/web/20071015140656/http://www.gamespy.com/articles/595/595975p1.html |url-status=live }}</ref> Similarly, at [[QuakeCon]] in 2011, [[John Carmack]] noted that he "thinks highly" of people who do 64k intros, as an example of artificial limitations encouraging creative programming.<ref>{{cite web |url=https://www.youtube.com/watch?v=4zgYG-_ha28#t=4827s | archive-url=https://ghostarchive.org/varchive/youtube/20211118/4zgYG-_ha28| archive-date=2021-11-18 | url-status=live|title=QuakeCon 2011 – John Carmack Keynote |work=[[YouTube]] |date=2011-08-05}}{{cbignore}}</ref> [[Jerry Holkins]] from [[Penny Arcade]] claimed to have an "abiding love" for the demoscene, and noted that it is "stuff worth knowing".<ref>{{cite web |url=http://penny-arcade.com/2012/04/13/lickr |date=2012-04-13 |title=Lickr |access-date=21 April 2012 |archive-date=15 April 2012 |archive-url=https://web.archive.org/web/20120415190609/http://penny-arcade.com/2012/04/13/lickr |url-status=dead }}</ref> Certain forms of computer art have a strong affiliation with the demoscene. [[Tracker (music software)|Tracker music]], for example, originated in the Amiga game industry but was soon heavily dominated by demoscene musicians; producer [[Adam Fielding (musician)|Adam Fielding]]<ref>{{YouTube|sUbMjES6Xj0|Artist Feature: Adam Fielding}}</ref> claims to have tracker/demoscene roots. Currently, there is a major tracking scene separate from the actual demoscene. A form of static computer graphics where demosceners have traditionally excelled is [[pixel art]]; see ''[[artscene]]'' for more information on the related subculture.{{Citation needed|date=September 2014}} Origins of [[creative coding]] tools like [[Shadertoy]] and [[Three.js]] can be directly traced back to the scene.<ref>{{cite web|url=https://www.youtube.com/watch?v=LXWYOF4VibE| archive-url=https://ghostarchive.org/varchive/youtube/20211118/LXWYOF4VibE| archive-date=2021-11-18 | url-status=live|author=NVScene|publisher=YouTube|title=NVScene 2015 Session: Reinventing The Wheel - One Last Time (Ricardo Cabello)| date=24 March 2015}}{{cbignore}}</ref> Over the years, desktop computer hardware capabilities have improved by orders of magnitude, and so for most programmers, tight hardware restrictions are no longer a common issue. Nevertheless, demosceners continue to study and experiment with creating impressive effects on limited hardware. Since [[handheld console]]s and cellular phones have comparable processing power or capabilities to the desktop platforms of old (such as low resolution screens which require pixel art, or very limited storage and memory for music replay), many demosceners have been able to apply their niche skills to develop games for these platforms, and earn a living doing so.{{Citation needed|date=September 2014}} One particular example is ''[[Angry Birds]]'', whose lead designer Jaakko Iisalo was an active and well-known demoscener in the 1990s.<ref>{{cite web|url=http://www.edge-online.com/features/meet-man-behind-angry-birds/|title=Edge Magazine – GamesRadar+|website=edge-online.com|date=7 August 2023|access-date=16 December 2012|archive-date=21 December 2012|archive-url=https://web.archive.org/web/20121221234442/http://www.edge-online.com/features/meet-man-behind-angry-birds/|url-status=live}}</ref> [[Unity Technologies]] is another notable example; its technical leads on iPhone, Android and Nintendo Switch platforms Renaldas Zioma and Erik Hemming<ref>{{Cite web|last=Nutt|first=Christian|date=2012-02-29|title=Unity's Future In High-Definition|url=https://www.gamasutra.com/view/feature/163215/unitys_future_in_highdefinition.php|access-date=2021-01-03|website=www.gamasutra.com|language=en|archive-date=1 December 2020|archive-url=https://web.archive.org/web/20201201094158/https://www.gamasutra.com/view/feature/163215/unitys_future_in_highdefinition.php|url-status=dead}}</ref><ref>{{Cite web|last=Nutt|first=Christian|date=2012-01-05|title=How Unity tackles Android support, straight from its lead developer|url=https://www.gamedeveloper.com/business/how-unity-tackles-android-support-straight-from-its-lead-developer|access-date=2021-01-04|website=www.gamasutra.com|language=en|archive-date=6 August 2021|archive-url=https://web.archive.org/web/20210806042738/https://www.gamasutra.com/view/news/128962/How_Unity_tackles_Android_support_straight_from_its_lead_developer.php|url-status=live}}</ref> are authors of ''Suicide Barbie''<ref>{{Citation|title=GitHub repository for Suicide Barbie a Playstation Portable demo|date=2021-01-03|url=https://github.com/theblacklotus/suicide-barbie|publisher=The Black Lotus|access-date=2021-01-03|archive-date=2 January 2021|archive-url=https://web.archive.org/web/20210102092400/https://github.com/theblacklotus/suicide-barbie|url-status=live}}</ref> demo for the Playstation Portable console, which was released in 2007. Some attempts have been made to increase the familiarity of demos as an art form. For example, there have been demo shows, demo galleries and demoscene-related books, sometimes even TV programs introducing the subculture and its works.<ref>{{cite web|url=http://scene.org/dir.php?dir=/resources/media/|title=scene.org file archive :: browsing /resources/media/|website=scene.org|access-date=26 June 2017|archive-date=17 May 2013|archive-url=https://web.archive.org/web/20130517080113/http://scene.org/dir.php?dir=%2Fresources%2Fmedia/|url-status=live}}</ref>{{Original research inline|date=September 2014}} The museum IT-ceum in Linköping, Sweden, has an exhibition about the demoscene.<ref>{{cite web |url=http://www.arrivalguides.com/en/Travelguides/Europe/Sweden/LINKOPING/doandsee |title=Linköping – Do & See – Datamuseet It-ceum |quote=and visitors can also learn more about today’s demo scene |access-date=9 September 2011 |archive-date=1 April 2012 |archive-url=https://web.archive.org/web/20120401094908/http://www.arrivalguides.com/en/Travelguides/Europe/Sweden/LINKOPING/doandsee |url-status=dead }}</ref> ===Video game industry=== 4players.de reported that "numerous" demo and intro programmers, artists, and musicians were employed in the games industry by 2007. Video game companies with demoscene members on staff included [[Digital Illusions]], [[Starbreeze]], [[Ascaron]],<ref name="4sceners 2007 p1" /> 49Games, [[Remedy Entertainment|Remedy]], [[Techland]], [[Lionhead Studios]],<ref name="4sceners 2007 p2" /> [[Bugbear Entertainment|Bugbear]], [[Digital Reality]], [[Guerrilla Games]], and [[Akella]].<ref name="4sceners 2007 p3" /> The [[Music tracker|tracker music]] which is part of demoscene culture could be found in many video games of the late 1980s to early 2000s, such as ''[[Lemmings (video game)|Lemmings]]'', ''[[Jazz Jackrabbit]]'', ''[[One Must Fall: 2097]]'', ''[[Crusader: No Remorse]]'', the [[Unreal (video game series)|''Unreal'' series]], ''[[Deus Ex (video game)|Deus Ex]]'', ''[[Bejeweled (video game)|Bejeweled]]'', and ''[[Uplink (video game)|Uplink]]''.<ref>[https://books.google.com/books?id=m5exIODbtqkC&dq=%22epic+games%22+tracker+music+mod+unreal&pg=PA341 Game Development and Production] {{Webarchive|url=https://web.archive.org/web/20230425205941/https://books.google.com/books?id=m5exIODbtqkC&dq=%22epic+games%22+tracker+music+mod+unreal&pg=PA341 |date=25 April 2023 }} by Erik Bethke, page 341</ref>
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