I am somewhat of a music veteran, a former lazy apprentice organist who fell
in love with synthesizers during the golden age of the
JX-3P,
DX7, and other
Poly-800.
But above all, I am passionate about sound in all its forms and mixing.
The wonderful world of computer-aided music, which I discovered when the
Atari ST
was launched, became a passion for me.
It was Pro 24 and Cubase that allowed
me to hone my skills, long before I explored Pro Tools, Logic, and,
more recently, Studio One and Bitwig.
Since adolescence, I have also been an indefatigable gamer.
From Arkanoid
to Baldur's Gate 3.
My advanced age has, for example, allowed me to discover and play all the episodes of
Civilization
since the first episode of the saga in 1991.
The universe of Fãlherilh was born from a blank page in 2022. What began as merely
an embryonic and experimental idea has, through the writing of the first three
chapters, become a living and teeming world.
Every melody composed acted like a stone added to the edifice, enriching the
geography, traditions, and destiny of its inhabitants. Conversely, all the work
carried out on this universe progressively inspired my music.
What you discover today is the result of an organic creation, where music,
narration, and visuals intertwine to give birth to a constantly expanding reality.
Through the chapters of this saga, you will discover the republic of Takkanor: from the majesty of the Moonlit peaks to the bustling ports of Staoslam city
and Port franklin, passing through the forests of Raydown and Bargus. You will follow the destinies of characters with intersecting paths—sailors, warriors, merchants, or travelers—whose lives are swept away by the currents of adventure, tragedy, or friendship.
But what you hear, read, and see in The Journey,
Lostblood and Forgotten Stories,
is only a part of the story. What the sounds, images, and words reveal to you is
merely the surface of a much vaster and more complex world.
The Future...
Since the launch of the website at the end of 2024, it has been considerably
enriched through a multitude of new texts and visuals, primarily within the bonus section.
Many of these elements carry within them clues, sometimes subtle, to guess the
profound nature of Fãlherilh and the destiny of its characters.
At the beginning of the summer of 2022, I embarked on a very experimental project,
with no real purpose other than to explore musical genres that I had never
practiced before. From June to August, 4 tracks emerged.
If the first 4 tracks allowed me to imagine the world to which they referred,
the creative process almost immediately reversed.
Indeed, as I imagined the story of the two brothers and the crew of sailors,
I now composed the tracks to set their adventures to music.
In January 2023, the storyline was finally complete, but the album still
only consisted of 13 tracks for a total duration of about 41 minutes.
The 4 tracks that were the origin of the project are included
in the final album. Here they are, in the order of their composition:
"The Journey" draws much of its musical inspiration from the world of video games.
But also in film music, progressive rock, electronic music, or, more broadly,
in pop culture. I have been influenced by all kinds of music since my childhood.
This variety matters.
If I had to remember just one influence, it might be the extraordinary work done
by Jeremy Soule
a few years ago in his compositions for the games
"The Elder Scrolls" and
"Guild Wars".
I do not consider this as a direct influence, I never thought about it during the album's
conception. But it is an absolute reference in how I approach these musical adventures.
When you place your hands on the keyboard, with an idea in mind,
your overall musical culture and experience are always there to influence you,
guide you, or suggest some tricks, often in a completely unconscious manner.
From the beginning of the album production, I didn't want to create
something that was 100% electronic (only using synths) or
100% pseudo-classical (only using orchestral libraries or acoustic instruments).
What interested me was the fusion of these two worlds, the way they wove together.
This guided my work on every track.
In the end, the album was mixed and mastered "in the box," in my home studio.
During the mixing process, I sought to find or preserve a balance so that
the different types of sounds mentioned earlier could blend harmoniously.
I also like to talk about fusion.
I recorded a real bass guitar on all the tracks, instead of using a synth for that.
There are also some additional real background vocals.
Thinking about the album's accompanying booklet and website, I quickly
wanted to delve into visualizing the story told by the album. I needed
to make the world of musical adventures and its characters more tangible.
After some frustrating attempts with generative AI, I decided starting
in the summer of 2024 to create the visuals from scratch using
Blender
software. A time-consuming project, but rewarding, as it now allows me
to present visuals that are quite close to the vision I had imagined.
In the future, I would like to collaborate with an illustrator to
further develop the visual aspect of the musical adventures. But it
is currently beyond my capabilities.
It was before the summer of 2023, when the framework and structure of "The Journey"
were completed, that I envisioned the main outlines of the story's sequel, which would
take the form of the second chapter.
In the spring of that same year, I composed my first track, "Lostblood," during the
period of arrangements and instrumentation for Chapter 1. At that time, I envisioned
it as the main track of the album, for which I had a general idea but no concrete
structure that could be translated into tracks.
As I continued working on "The Journey," I composed four more tracks until the summer of 2023.
It was only at the very end of this year that I started the bulk of the composition
work, with the realization of the album's structure. This composition work mainly
extended until the end of summer 2024.
Finally, the final phase of arrangement, instrumentation, and then mixing only truly
began after the release of "The Journey," at the end of 2024.
The first 5 tracks composed at the very beginning of the project are included in the
final album. Here they are, in the order of their composition:
In terms of production, direction, and mixing, "Lostblood" logically follows in the
footsteps of "The Journey," but with a natural evolution of the processes implemented.
While the album is still mixed and mastered "in the box," it nevertheless contains
significantly more content produced with non-software instruments.
This is still the case for all the bass parts and some vocals. But for the first time,
I also recorded a handful of guitars!
Many tracks were recorded on the Novation Summit, which I love. This hybrid hardware
synth brings a very unique color and warmth.
The outline for Chapter 3 quickly formed in 2025, while I was finalizing the production of
"Lostblood." My premise started with a very simple observation: with 25 tracks running
nearly 80 minutes, Chapter 2 felt incredibly dense. It would have been impossible to add any
elements that deviated from the central storyline—Tyler's return to Lienwood.
However, I wanted to tell more.
First of all, I wanted to reintroduce certain characters from "The Journey" after The
Vengeance returned to Staoslam city, running parallel to Tyler's epic journey. With the
exception of the Becker brothers, only Adil is present in Chapter 2. What happens to the
ship and its other crew members while Tyler crosses Takkanor?
Next, I wanted to add some narrative elements connected to what happened in the first two
chapters and sketch out what could happen next.
Lastly, I had made a commitment to myself from the beginning to release a shorter album
succeeding "Lostblood". I promised everyone: "No more than 15 tracks!" Spoiler alert: I failed.
Anticipation?
Two songs stand out because they have a special purpose. These are the "anticipation"
pieces. They foreshadow what might happen in the future of the musical adventures, relating
to the events told within their respective parts of the album.
Chapter 3 was also produced "in the box", using various hardware and software instruments.
It remains very close to the first two albums in terms of my workflow, but I wanted to evolve my way of arranging and mixing the tracks.
For the arrangements, I decided from the very beginning to impose limits on the
number of instruments used. I wanted to achieve something rawer. The initial
thought was quite simple: "What if I had to record the album on a 24-track tape
machine?"
Additionally, this album gave me the opportunity, for the first time, to work with
Bitwig Studio. Five tracks were entirely produced using this powerful, flexible,
and highly creative software, which will likely become the technical foundation
for much of my future productions.
For the mixing, I also evolved my practices slightly, drawing inspiration from and
moving closer to what I would have done if the album had been mixed on analog
gear.
With stronger constraints, aiming to achieve a rawer final result with what I hope
is an enhanced coherence.
Visualizing the album tracks using Blender
is an always fascinating (and time-consuming) endeavor. I have refined my use of the software,
resulting in more defined illustrations.
I still dream of having the opportunity to work with an illustrator, which would allow
the development and animation of the world of Fãlherilh and its characters.
The music:
I do not use any generative artificial intelligence processes in the composition,
arrangement, or mixing of the musical adventures.
Everything you hear is composed,
arranged, mixed, and "mastered" by a simple organic intelligence—that is to say, a
brain assisted by a pair of hands... and two ears, of course!
The visuals:
The same applies to the illustrations created with Blender that
accompany my music and this website.
The texts:
Everything has been imagined and written by hand. However, I have since fed the
entirety of the lore into a local LLM—meaning all the public content of the site,
enriched with everything that is currently "hidden." This LLM serves me to
experiment, analyze, synthesize, and extrapolate all sorts of elements and
concepts.
It helps me, for example, in writing the chronicles,
stories that enrich what is told in the albums.
It is simply an incredible aid, without ever substituting for the
creative process itself.
Do you speak English?
I also use this local LLM to assist me in generating the English version
of this website.
My native language is French, and my somewhat limited English writing skills
would make the process laborious (and perilous) without this precious tool!
I do not use anything related to generative artificial intelligence in the composition,
arrangement, and mixing of the musical adventures.
Everything you hear is composed, arranged, and mixed by a simple organic intelligence—that
is to say, a brain assisted by a pair of hands!
This is also the case for the texts and illustrations created with Blender that illustrate
my music.
I use artificial intelligence to help me generate the English version of the site. My native
language is French, and my knowledge of English would make the process laborious (and risky)
without these precious tools!