First of all, I hope you enjoyed watching the demo. We, and especially jaw @ Vovoid, poured a lot of our spare time, creativity and imagination into creating this little space oriented story.
In the demoscene, the groups of people who produce realtime demos on various platforms (everything from PC to Amiga, older game consoles, mobile phones, basically every platform you can imagine), I experienced that there are roughly two genres of demos. The majority of them are effect demos, where you showcase cool stuff, basically. Trends are naturally appliable on this when some prefer particle effects, some different vectors and/or cool materials like liquids. The effect demos are often cool, really cool, and the limitations are, as you say, endless.

Then we have the other genre, or category, called story demos. As it says, you try to tell a story throughout the demo, mostly about some character. As you can imagine, these are a bit harder to create, as it takes more to create a demo about something instead of anything. That’s where we started. The story behind Luna, the logo, brand or icon of Vovoid, is partially what we try to tell. Now, I shouldn’t really be the one telling you the story as I’m not the creator of Luna herself, neither have I been a part of Vovoid from the start and, to be precise, this is my first time co-producing a demo. If you head over to http://vovoid.org/luna/, you can read the backstory which jaw has written and see some screenshots from the production stages.
I was introduced to the project somewhere late 2007/early 2008, when jaw, who I had known for quite some time, asked me regarding my musical skills if I wanted to help him out with the demo, mainly creating the music for it. Of course I felt intrigued and started helping him out. At that time he had just finished the first version of the Luna model in 3D, from what I can remember, and he had the basic plot ready. So from 2008 and onwards, I travelled to VovoidHQ aka jaw’s house a week at a time mainly during my holidays from school. I basically moved my studio to him, so that we could compose the soundtrack together, exchanging thoughts and opinions instantly.
As you can hear when you watch the demo, there is actually three different parts of music. One pretty ambient piece from the start to the title (around 3’10”) where the music changes into a more intense section until it ends with a bang @ 6’10”, where, again, another ambient piece close the curtain.
The intro and outro was produced by jaw, improvising on his synths. With those two as inspiration and guidelines I started producing the main part of the soundtrack as jaw started working on Luna’s outfit and the scenery. You could say that we boosted each other’s creativity by working literally back to back and I would definately like to work like this again in the future.
This was also one, if not THE major turning point in my music style. This was during the summer 2009, and Solar Fields’ latest album “Movements” had been released a few months earlier. Together with his soundtrack to the game Mirror’s Edge and the graphical style it presented, these things inspired me to move in another direction, away from the “classic” trance I was producing. You probably haven’t noticed, but the basic drum structure in my music for “Luna: Reactivation” (listen to the kick and the fat snare as my music starts) is copied from the track “Sky Trees” on Solar Fields’ album “Movements”. That track is still one of the finest musical pieces I have listened to.
The direction part of creating the demo was probably one of the toughest, but I learned a lot while doing it. Basically it was sitting next to jaw, looking at the animations over and over and over again to really make sure it looked neat and natural, or at least as natural as it can get. Animating an android performing a figure-skating dance with rocket shoes isn’t what I would call natural.
Of course, this is just my experience, and the technical and mathematical aspects of creating this demo are something I didn’t have a great part in. The demo was created in VSXu, a program continuously developed by jaw, so naturally he had the biggest part in this. This was his story, as well, but I’m very happy that I had the opportunity to be a part of this and create something creative together with a friend. And apparently more people than us appreciated watching the demo, as we ended up on third place in the combined demo competition at Assembly Summer 2011.
But, to sum this little insight up, a creative product is always a derivative work. I was inspired by other musicians while creating the music, we was inspired by figure-skating while animating and the math itself was copied from…the one who invented it. Isaac Newton, being sort of a wise guy, he said something like this:
“If I have seen further it is only by standing on the shoulders of giants.”