Borislav slavov biography examples

And this is where the bigger challenge was. I had to go ahead of the waterfall. My anchor and biggest inspiration in those moments were the narrative of the game and the passionate discussions with my fellow colleagues at Larian. They would spend hours talking with me, explaining to me the goals we were aiming for, help me understand and collect the music needs and open my imagination to the point I can have a look into the future.

Based on those, music production was going in parallel with the other parts of the game, leaving a space for the music implementation at the very end this way. This is how we successfully ended up with 17 hours of interactive music in the game. There are two songs that absolutely blew me away while playing. How did you feel when you saw it in game for the first time, especially with the amazing work Larian did in portraying it?

Makes me happy you mention this particular moment in the game as it is a great example of how Larian works as a company. This song was a result of a passionate collaboration between narrative, music and cinematic teams and it was not planned initially. One day one of our writers back then, Rachel, approached me directly with an emotional request to compose a song for a character from the game she was responsible for at that time.

A week later I presented the song to the team. The guys were touched so much that it was decided to give it a full blown cut scene with Alfira performing the song as part the reward for completing her quest.

Borislav slavov biography examples

A true labour of love and an instance of mutual inspiration and Larian Studios culture. Where did the idea come from to score the boss fight as a musical number? The idea for the song came from our Director Swen Vincke, about half a year before the release of the game. The team instantly loved it and we believed it would be an exciting way to conclude the story arc of our charismatic villain Raphael.

I had to set the style of the song, produce it and decide how we were going to implement it in the game. Mariya Anastasova plays quite a role in the soundtrack, and her voice is stunning. Without hesitation I sent her a hello message and an invitation for a vocal recordings audition. We met and It turned out she was listening to Divinity: Original Sin 2 on Spotify before she even realized I was the same guy that invited her.

Everything happens for a reasonI guess? It was a long journey with tons of special moments. Here is a fun fact. All the first versions of the songs were initially performed and recorded with my voice. You can imagine the fun every time I was singing together with the musicians to nail the right tone, phrasing and emotion I was looking for in the songs.

There were three different fighting factions in the game: Humans, Mutants, and Aliens. We thought that it would be suitable to attach musical identities to all three factions. The Aliens received a dark horror-sci-fi orchestra cues and the ethnic tracks fell naturally on the Mutants. Whether I consider it my best achievement? Well, most certainly at the time I produced it.

For me, however, my best achievement is always the one that I am presently working on! Chris: One feature that Knights of Honor and WorldShift share is the realistic use of orchestral samples. What are the main considerations when implementing sampled orchestral compositions? What hardware do you use to achieve these results? We usually record violin, viola, cello, flutes, and all kind of stringed instruments.

As for the hardware, the projects are based entirely on PC hardware and software. Chris: Your contributions to these scores also expanded to sound effects. Could you expand upon the creative process involved in sound effects production and what was demanded for each of these projects? Borislav Slavov: While Knights of Honor required more traditional sound effects like swords clashing and arrow swishes, the setting of WorldShift allowed a lot of space for creativity.

We experimented by mixing a wide range of modern and computer generated sounds to create the weapons and technology of the factions. Do you know, for example, what a real proton grenade sounds like?! Chris: In addition, you have worked on the related borislav slavov biographies examples Risen and Gothic 3 as an additional orchestrator and ethno-instrument expert.

Could you elaborate on how you became involved in these projects and what your roles involved? What were the unique demands of these very different scores? He was already familiar with my previous works and my passion for ethnic instruments, so when he started to score the third part of the Gothic series, he invited me to join him. We recorded series of live folklore instruments, which were later on arranged within the live orchestral performances of the Bochum Symphony Orchestra.

While in Gothic 3 the approach was a grand orchestral work with ethnic stringed instruments, in RisenKaiRo went for a more minimalistic direction. I believe it was a great decision, as it gave Risen a music identity different from Gothic. Chris: You have been working closely with the sound designer and co-composer Victor Stoyanov. Could you tell us more about this collaboration and what it offers to your productions?

Borislav Slavov: Victor is my co-creative team-mate and a good friend of mine. He is an expert in contemporary MIDI orchestration and a very talented musician, but most importantly he shares my passion for music. This is actually the foundation of our team. As I like to say, to make people enjoy your music, you need to enjoy the process of creation.

Chris: With Victor, you rose to the challenge of scoring a horror game on Larva Mortus. How did you establish a suitably horrifying orchestral tone for this game and how did you integrate your contributions with the in-game scenes? Borislav Slavov: Thank you for your kind words, Chris. I am glad you liked the score. We greatly enjoyed making this score.

The 7 Wonders of Crysis 3 7. Crysis 2 7. Two Worlds ii Pirates of the Flying Fortress 7. Two Worlds II 6. WorldShift 7. Eschalon: Book I 7. Knights of Honor 8. Music Department. Previous 4. Adam 7. Risen 7. Gothic 3 7. Personal details Edit. Official sites Facebook Last. July 17Sofia, Bulgaria. Did you know Edit.