I started my journey in the demoscene back in 1990, initially exploring the Amiga, but it was the Commodore 64’s unique style that really captured my interest. In recent years, I’ve been focused on mastering the hi-res mode of the C64, where you’re limited to 16 colors and only two colors per 8×8 pixel block—a challenge that really pushes creativity.
What makes the Commodore 64 so special is its strict limitations. With just 64 kilobytes of memory and a limited palette of 16 colors, every pixel matters. It’s a canvas where each decision is important, requiring careful thought about how to place each colored pixel within the rules of the system.
Along with creating individual images, I’ve worked on collaborative projects, teaming up with others to produce impressive demos. These projects combine high-level coding, minimal sound design, and graphics, all created within the system’s limitations. Demos are like real-time multimedia art performances on 40-year-old computers, pushing the boundaries of what can be done with such limited resources.
Over the years, I’ve participated in many demo parties and competitions around the world, from the Netherlands to Australia and beyond, earning recognition and awards. Each event has pushed my creativity and drive, helping me grow as an artist.
Through these projects, I’ve learned valuable lessons about teamwork and collaboration. The skills I’ve gained in the demoscene have also been useful in real-world projects, showing how the two worlds can complement each other.
You can check out my work here: https://csdb.dk/scener/?id=8065