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This was accomplished through a specific structure. My multi-layered approach was to embolden the player with a narrative. This composition was challenging despite the slow tempo and monolithic movements. And with Skyrim, I also wanted to instill a sense of purpose in the environment in spite of the various adversaries or intimidating landscapes-all frequently seen in the game. So why am I doing all of this when I make music? I want to always move the player forward. But, for those that are interested, I want to provide a window into the intense factoring that goes on each and every time I create music. That said, I don't want to seem self-indulgent with an arduously long post.
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And, I wish more composers would speak more about their creative process. Some composers are shy or indignant about disclosing their back-processes. To illustrate my process, I sometimes speak in English as my music is being performed to describe, in real-time, what each phrase is communicating. And like some "multilingual" persons, it is sometimes difficult for me to clearly express what is going on in my head. From Past to Presentįor me, music is a literal language. Due to the length of his commentary, his remarks on each track have been hidden with collapsible show/hide tags.