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Below 10: A Developer Profile
Larian Studio's: Ilya Rogozin

Myrthos, 2002-03-12


Set in an all new fantasy universe, Divine Divinity takes the player on a fantastic quest in a land torn apart by corruption and dark magic. Throughout his journeys the player will get the chance to develop his character as one of six character types and meet a variety of people and fantastical beings. By combining the best features of the RPG genre, and introducing a lot of new features, Divine Divinity will appeal to both hardcore and new RPG players.

Below 10 is a series of developer profiles where we try to establish a small profile by asking less than 10 questions to a team of developers. This edition features sound designer Ilya Rogozin.


1) Tell us about yourself. Who are you and what do you do at Larian Studios.

My name is Ilya Rogozin, one of the two sound designers for Larian Studios. I'm from Moscow, Russia.
Mostly, I create and implement sound effects for magic, monsters, user interface, and ambiences and videos scenes.
Now and then, together with Stefaan, we arm ourselves with a microphone and have a joyous recording session. We record sounds produced by banging/dropping/sliding different objects or we get people to produce all kind of sounds for monsters and npc's. This is pure fun!

2) What is your typical working day like?

If I'm not recording anything, then my typical working day would start at around 10-11am by checking e-mail and news. After that I start to work. To make it short, it all comes to this: making a sound, implementing it, trying it in the game. If it's not good, - redoing it, if it doesn't work, -trying to figure out why.


3) What did you want to become when you grew up?

Always wanted to be a rock musician


4) What are your favourite games and what are you playing now?

Fallout, CIV2, Starcraft


5) Where does your inspiration come from?

From movies, music, games, sound magazines, people and from many other things.


6) What is the coolest feature in Divinity for you?

I really like the way the world looks like and player characters looks and animations.


7) Which feature that hasn't made it into Divinity is the one you will miss most?

Multiplayer.


8) How did you get into the gaming business and do you have any advice for anyone seeking a position in that business?

I was busy with the music, together with Kirill (recording, editing, mixing) when Swen (project leader) asked us to do the music for a computer game he was developing.


9) Is there anything you would like to add?

A sound ? ;)

 





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