Don´t deceive me

We changed our demomaking process with this one. We tried to put everything together telling kind of a story or heading somewhere at least.

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This production was shaped by many a conversation with Navis of ASD during his stay in Bilbao (yes, we're talking 2008), as well as exchanges with iq of RGBA. Their influence lingers in the transitions between scenes, which we laboured to weave together as seamlessly as possible.

Those who caught an early glimpse of the demo remarked that the city sequence bore an uncanny resemblance to the rendering style Navis had employed in his latest production, Rupture. Yet the shader in question had been lurking in the DemoEditor since Death of the Death, our contribution to Breakpoint 2008, patiently awaiting a scene of utter devastation such as the one that eventually found its way into this production.

The particle engine underwent a substantial evolution this time around, gaining the ability to wield 3D objects as particles. The rendering pipeline was likewise re-engineered, pushing ever greater numbers of polygons through the machinery at once. New effects and sections found their way into the DemoEditor, alongside two new camera types that allowed pre-recorded paths to be bent and reshaped in real time.

We also wanted to leave our own peculiar mark on the demo, conjuring a handful of strange effects around our appearances. Merlucin managed to secure a picture of Isaac2 and another of Xphere, both of which made their way into the opening scenes. Khrome and Amon, however, never sent theirs. And so Merlucin seized the camera himself, proceeding to populate the remaining scenes with his own unmistakable presence.

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