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Walking Along the Outlines
Matthew Florianz explores memory, sound design,
and the discovery of music through intuition
For more than a quarter century, Dutch ambient composer Matthew Florianz has quietly cultivated a body of work that explores the intersection of memory, imagination, sound design, and storytelling. From his earliest recordings under the Liquid Morphine moniker through a long series of releases under his own name, Florianz has approached ambient music not simply as a collection of songs, but as environments to inhabit and experiences to explore. His music often blurs the line between the physical and the imagined, inviting listeners to find their own narratives within carefully constructed sonic landscapes.
His latest album, Funicular Prism, may be one of his most personal works to date. What began as a response to a period of upheaval and change gradually evolved into something far more reflective—a meditation on perspective, transformation, and the way time reshapes our understanding of both memories and emotions. Throughout its development, Florianz repeatedly revisited, dismantled, and rebuilt the material until the album revealed its true identity, a process that mirrors many of the themes explored within the music itself.
In the following conversation, Matthew discusses the evolution of his creative process, the influence of game audio on his work, the role of randomness and intuition in composition, and his ongoing fascination with sound as a vehicle for imagination. Along the way, he offers thoughtful insights into ambient music, listening, storytelling, and the challenge of knowing when a piece of music is truly finished. The result is a fascinating look inside the mind of an artist who continues to discover new paths by, as he describes it, "walking along the outlines" of the unknown.
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AV: You began your journey under the alias Liquid Morphine before transitioning to your birth name. Looking back at early works like Sprook (1999), do you see Liquid Morphine as a distinct era of your sound, or is that DNA still present in your work today?
MF: Hello, and thank you for inviting me to speak to your
readers. My native language is Dutch, and I answered your questions in Dutch
before translating them into English. I apologize in advance for any
Dutch-isms.
In my childhood, I was always a listener. My father owned a
portable Philips cassette recorder with a microphone, and it was often in my
hands. I'd record German-dubbed episodes of Star Trek and still have The
Changeling (S2E3) on cassette. I'd record it straight from the television
speaker and then fall asleep listening to the tape. My imagination was captured
by anything space-related. I remember being at the Klagenfurt Planetarium in
Austria, stargazing to the music of Vangelis and Jean-Michel Jarre. I was too
young to consciously understand that the music was separate from the experience
itself.
Years later, I noticed the same music by Vangelis and Jarre
playing on television. Pulsar, Magnetic Fields, and Oxygène were often heard on
programs about new technology. The Wonderous World (Wondere Wereld) was a
particular favorite. Remembering the music from the planetarium but hearing it
in a new context disconnected it from the visuals.
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By the mid-nineties, computers and instruments allowed me to return to recoding. Inspiration was drawn from the Future Sound of London and Brian Eno, as they conjured up strong imagery in their own unique ways. Eno’s The Shutov Assembly creates a still, immersive space to explore, while FSOL’s Lifeforms uses dense sound design and musical transitions to tell a story. One is an abstract narrative, the other a concrete narrative and both became foundations of my early work. In your editorial on on this website you write that “At Ambient Visions, the focus has never shifted away from the music. If anything, it has become more intentional.” and I feel that applies directly to how my focus changed from listening to creating.
Initially, I recreated music I had heard elsewhere. Because
it was reflective in nature, I felt it required a pseudonym, which is how
Liquid Morphine originated. I spent six years experimenting, refining, and
creating seven releases. The first CD run of GrijsGebied (2001) was released as
Liquid Morphine, while the second appeared under my own name.
GrijsGebied brought years of learning and development
together. It was no longer a recreation of the work that had inspired me, but
my own response to it. That felt like the right moment to move from Liquid
Morphine to my own name.
The DNA of that pseudonym is still present. I continue to
explore how music and sound design can flow together into a dreamlike state,
and that early realization that sound can support a visual experience—even an
imaginary one—remains central to my soundscapes. If music can spark a
listener's imagination, then I've accomplished what I set out to do.
AV: In the late '90s and early 2000s, you were part
of a vibrant Dutch electronic scene. How did that environment shape your sense
of space and atmosphere in music?
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MF: It was a great time. A small collective of like-minded
people in the Netherlands were pushing boundaries. Between digital audio
workstations, recording equipment, and instruments, the cost of creating music
had become increasingly accessible. Exploring technical boundaries became a
motivation in itself.
The internet was also becoming a serious platform, enabling
an almost limitless exchange of music and ideas. Fragmentation was minimal, and
a small but dedicated group of ambient fans naturally found each
other on MP3.com and MySpace.
Stefan Koopmanschap and The Law-Rah Collective arranged for
musicians from across Europe and the USA to play together at Ekko in Utrecht.
It was an ambient night in a packed venue featuring Ovum, Jonas Lindgren,
Yorky, Mindspawn, and the organizers themselves.
Darren Scott came over from the UK to mix the sessions and
has remained a trusted friend ever since. He helped me release GrijsGebied on
compact disc through his altruistic label, where every release helped fund the
next.
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Open Stage Night Sessions
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I also still work with my friend and fellow musician Mindspawn, who
contributes as either an engineer or a creative partner.
It all grew organically alongside our ability to harnessonline distribution and communication.
Being exposed to those interweaving styles and to live
performance improved my skills and deepened my appreciation for intuitive,
improvised storytelling. It literally took me out of the predictable home
studio environment and MIDI grid and into a less predictable creative space.
My music production slowed down and became more
introspective. GrijsGebied captures that period, bringing together various
collaborations alongside a more diverse palette of sounds. I started viewing
field recordings as an imaginary visual layer, adding narrative to the
soundscapes.
AV: You've described your albums as
"environments" rather than songs. When you revisited Tauern in 2015
and removed rhythmic elements, what did that reveal to you about the role of
rhythm in your work?
MF: Tauern marks the period between releasing Maalbeek (2008)
and Koude Handen (2010). To avoid creative inertia, injecting rhythm was a
deliberate attempt to disconnect from Maalbeek, though to be honest, it felt a
little forced.
While the rhythm gave Tauern an interesting sonic direction
to explore, the underlying narrative wasn't evolving. I was layering field
recordings and minimal tonal progressions with a steady beat on top, and it
felt like adding salt to a basic meal. It wasn't pushing beyond what
GrijsGebied, Three, Niemandsland, and Maalbeek had already achieved, so I moved
on and created Koude Handen.
When I later joined Bandcamp, I revisited my unreleased
albums. This time I heard a completely different Tauern, especially in the
arpeggiated and looped sequences. The repetitive patterns underneath the drum
rhythms were beautiful and hypnotic. Removing the drums revealed an exploratory
album hidden beneath the version I had originally grown bored with.
More broadly, it taught me that experimentation is best
performed on oneself rather than on an audience. Had I released the original
version, I'm not sure it would have outgrown the experiment. Time allowed me to
hear it differently.
I've trusted that principle ever since: if in doubt, trust
that a piece is not yet the best version it can be—or move on to something
else.
AV: Your move into professional game audio marked a
shift in focus for a time. Did working on immersive, interactive worlds change
how you approached your own music when you returned to it?
MF: Absolutely, and the reverse is also true.
Game audio is created in a very similar way to building a
soundscape from layers. Where it diverges is in how those layers progress. A
linear piece of music is bound by the passing of time and always unfolds in the
same way. We can play with perception and emotion, but it always requires a
listener's attention and imagination. When that attention wanes, the music
continues regardless.
In games, direct player input is crucial. If the player
doesn't interact, the game doesn't advance. Game audio must support that
concept and, by extension, the player. Unlike a linear composition, the layers
of game audio do not all move forward together. Instead, live game data
modulates the relationships between them, and part of my role as an audio
designer is finding the right data to shape the soundscape as a whole.
That unpredictability is a core tenet of game development.
After all, chess pieces can't move themselves.
In that sense, there is a clear overlap between my ambient
music and my daily work as a game sound designer. Both rely on creating a
ruleset—intuitive in my own work, data-driven in game development—where
elements wait for the right moment to shift.
I
translate Eno’s famous idea, that ambient music should be able
to resolve itself within a listening space, while revealing
greater depth under closer inspection as allowing for
listeners
perspective. Is is also
why I’m drawn to intuitive working and adopting processes that
invite
randomness.
Since working in game audio, I have relied much more heavily
on sound design, modulation, and post-processing. Those tools introduce
unpredictability into both the creation and the flow of my music.
AV: Your music is often described as
"unhurried." In contrast to the pace of the tech and game industries,
is your ambient work a conscious step outside of that sense of time?
MF: Literally, yes, I think so.
My music doesn't need to reach an audience or pay the bills,
whereas commercial work ideally aligns with player expectations. In game
development, it isn't effective to spend energy on parts of a game that players
never interact with. Audio is more targeted and supports what the player needs
to hear in order to move forward.
My own work doesn't need to support a game narrative because
I can listen to a piece and allow it to change my mind about where it should go
next. There is that intuition again.
In a figurative sense, if it were a fully conscious
decision, it would be somewhat at odds with an intuitive workflow. What I enjoy
most is the process of making music itself, and that process is certainly
unhurried—much more so than on my earliest releases, when I felt pressure to
work toward a finished album.
AV: You've shared in-depth breakdowns of your
process, like your walk through of A River Buried in Sand. What draws you to
that level of transparency, and how do you think it shapes the listener's
experience?
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Cambridge Radio Telescope
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MF: A breakdown like "Untenable Prognostications"
offers a different perspective—a way to talk about my music without having to
justify it artistically. I've always found it a little inappropriate to attach
definitive meaning to a piece, as there is an unspoken agreement to leave that
to the listener's imagination.
In broad terms, I can talk about motivation. For example,
I've spoken about Niemandsland being made during a difficult period that I
later recognized as a mild depression. However, it isn't meant to be an album
about that subject. Anything I add as the author risks becoming a truth against
which the listener measures the experience. I'm much more interested in
allowing listeners to create their own narrative.
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A breakdown, however, is a purely technical explanation. It
can exist alongside a listener's interpretation because it doesn't attempt to
add descriptive meaning to the music. On that particular track, without the
processing, the sounds were thin and static. The modulation, effects,
post-processing, and mixing are what gave the drones and raw noises their sense
of depth and scale. I found that contrast so profound—that so much of the
"world" exists in the mix itself—that I wanted to share how it was
achieved.
I choose a breakdown because music is difficult to discuss;
we lack precise words to describe sound. A technical explanation allows me to
share my process without interfering with the listening experience. As long as
the music has something to say beyond the technical presentation—and I hope it
does—I don't think it shapes the listener's experience beyond encouraging
deeper listening and personal interpretation.
There is also a broader reason. The barriers to creating and
sharing music have never been lower. A breakdown demonstrates the thought and
effort behind the work. It offers an alternative to the idea that ambient music
happens accidentally, through presets, prompt engineering, or simply acquiring
gear. The tools may be more accessible than ever, but creating meaningful music
still requires intention and effort, and I think most listeners recognize that.
AV: From custom recordings to electromagnetic
interference, you often work with sounds that carry a physical history. What do
those sources offer you that purely digital tools don't?
MF: That is an interesting observation, and I like how you
describe it as a physical history.
It implies friction—electrical impulses traveling through
resistant wires, surrounded by electromagnetic disturbances that influence
those signals in unpredictable ways. It suggests that things beyond my direct
control are possible. Perhaps it is another example of inviting randomness into
the process.
For the longest time, I have been the primary audience for
my own work, and the possibility of stumbling into unexpected combinations has
always excited me. It is also what drew me to live recording, because it always
involves some element beyond your control.
On Molenstraat (2000), which I recorded with Erik t'
Sas—someone who had a significant influence on my work—the balcony microphone
picked up sounds from the city: a bicycle bell, a child, passing cars, all
gradually fading into the distant hum of the night. These were sounds we could
never have predicted, yet they reflected back on our playing. Even the way
fatigue slowed our attention and movement affected the timing.
Playing live introduces randomness. Analogue gear feels
beautifully imprecise, and radio signals exist entirely in the moment, much
like the sounds captured by that balcony microphone. In the studio, I have
developed processes that interact with hardware to recreate some of that
unpredictability.
I associate digital tools with precision and repeatability.
That isn't a criticism—it simply means I find them harder to have a
conversation with creatively. Working digitally can feel like looking into a
mirror, while working with analogue gear is more like trying to make out a
reflection in a puddle of water. Some of that may be imagined, but I genuinely
feel more capable of surprising myself when the sound itself contains an
element of unpredictability. It works particularly well for exploratory and landscape-like
music.
AV: You've mentioned a connection to the
"Golden Age" of storytelling through music. Do you think of your work
as having an underlying orchestral or narrative structure, even when it's
abstract?
MF: Besides synthesizer music, I listened extensively to film
scores from the seventies and eighties, so the "Golden Age" is
perhaps best understood as the music of my formative years.
Film music from that era is rich in orchestration, dramatic
writing, leitmotifs, and sometimes even a degree of emotional manipulation. It
wasn't only the synthesizer music that captivated me, but scores such as The
Empire Strikes Back, Conan, Krull, The Abyss, and Star Trek: The Motion
Picture.
By the 1990s, after hearing hundreds of soundtracks, I could
never have hoped to follow the same orchestral path. However, access to
synthesizers and effects allowed me to pursue a different form of visual
storytelling.
Lifeforms by The Future Sound of London is part sound design
and part musical narrative. It possesses a grainy, organic quality that allows
the listener to explore a place that doesn't really exist. It feels expansive
and cinematic, which is why it resonated so strongly with me.
It opened my eyes to the idea that I didn't need a symphony
orchestra to create a deep sense of narrative.
AV: With Onbegonnen (2024), you introduced the idea
of a "living" album that evolves over time. What drew you to that
approach, and how do you decide when a piece is no longer finished, but
ongoing?
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MF: Sometimes I have to set aside music that isn't working, or
I'll remain trapped endlessly refining the margins. Other times, a new idea or
a change in direction can revive it.
Onbegonnen, which loosely translates as
"unstarted," isn't really about something that never began. It's
about something that never moved beyond the initial creative spark.
My ideas often emerge from contradictions. We spoke earlier about Tauern being shelved because of its rhythms, only to become something entirely different years later. Onbegonnen formalizes that process and shares it with listeners. The unpredictability comes from what they do next. By listening, they effectively determine what stays and what goes, creating unexpected combinations and relationships between tracks. It turns the ability to update music into an ongoing conversation with listeners. The less a track is played, the greater the chance it will be replaced. The more it is played, the more it evolves.
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Hypnagogia Hypncpompia
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It is also another example of how game audio and ambient
music overlap in my work. Games are patched and updated in response to player
behavior. Bandcamp similarly allows retrospective changes. Over time, the album
can become something entirely different from what it was at the start.
AV: Your earlier work often felt grounded in the
physical world, while more recent releases lean toward the abstract or cosmic.
Do you see that as a shift in direction, or just a different way of exploring
the same ideas?
MF: Yes, to such an extent that, at first, Funicular Prism
actually broke the concept of listening for me.
I pushed too far into sound design and became overly focused
on presenting sound rather than inviting exploration. As I've mentioned before,
I think this kind of music works in two ways: it either creates a space for
listeners to wander through, or it guides them on a journey. By concentrating
too heavily on technical processes and noise, I felt I had lost both the sense
of space and the sense of progression.
My earlier work was also more grounded in the physical world
because I had limited equipment and relied heavily on field recordings,
something I have done less frequently in recent years.
So yes, it is a shift, but not an intentional move in a
different creative direction. I am quite comfortable where I am creatively.
AV: The title Funicular Prism suggests both motion
and refraction. How do those ideas translate into the structure and movement of
the album?
MF: That's right. A funicular describes vertical movement, while
a prism refracts light into its component parts.
I spent a long time trying to get these recordings to work.
The earlier versions lacked the layering that rewards deep listening. The
textures were there, and I liked how they washed over me, but they kept eluding
a narrative. I was getting lost in the sound design. The listening experience
wasn't taking me on enough of a journey; it was simply passing by. The music
sounded raw and somewhat abrasive.
To infuse movement and create a narrative, something more was required. I added a tonal layer that rises from beneath the existing textures, and bring a sense of calm and warmth. It creates narrative that shifts away from the gritty sound-design into a new environmental state.
During a later listening session, when the album was finally
beginning to come together, I thought of the funicular in Budapest. As I get
closer to finishing an album, titles tend to reveal themselves. They don't
always make immediate logical sense, but this one fit the idea of musical
elements being transported above the more chaotic textures.
Whether that connection was entirely random or purely
associative hardly matters. Embracing it immediately sparked ideas for the
cover art and the imagery of holding light in my hands. Right after that
listening session, I went into the kitchen and started photographing the cover.
If the original recordings reflected the period in which
they were created, then the finished album reflects upon that period and
ultimately tells a more interesting story.
AV: You've described the album as creating a spatial
effect even on standard stereo systems. What interested you about exploring
that kind of perception in a traditional listening setup?
MF: In a cinema, all the senses are engaged, and sound in
particular transforms the space. A surround mix fills the room and allows you
to drift into the imagery between the screen and your seat.
The problem is that surround sound has never been fully
standardized for music. Bandcamp only accepts stereo recordings, and sharing
surround files remains complicated. Spatial audio formats such as Atmos attempt
to solve that problem, but because I've always listened through a true physical
surround setup, virtual spatial systems don't really work for my ears. I've
heard soundbars that can project sound convincingly into a room, but spatial
audio on headphones simply doesn't translate well for me.
I once mixed A River Buried in Sand in quadrophonic and was very
happy with the result. When I rendered it to an atmos mix, however, it no
longer worked for me. I kept hearing the processing itself rather than the
positioning. I couldn't reliably tell whether the mix was good or not.
What it ultimately comes down to is that stereo remains the
most accessible format. Within a standard stereo recording, you can still
create an enormous sense of space, and that generally translates well to both
speakers and headphones without requiring specialized equipment.
When it works, the sound seems to move beyond the speakers
and fold around the listener. I find that beautiful because it is such a pure
illusion. On this album, I focused heavily on wrapping the layers of textural
music around the warmer tonal passages and allowing them to pass through one
another.
I am also aware that dedicated speaker listening is becoming
less common, while headphones are increasingly becoming the primary way people
experience music. There is still more for me to explore there.
AV: A prism breaks light into its component colors.
Does this album begin from a single sonic idea that expands outward, or do the
pieces approach a central theme from different angles?
MF: It was the addition of a tonal layer that allowed the recordings to elevate themselves, so in a sense, the analogy of breaking the tracks and adding component colours, fits the process that was applied. the track Searchlight in particular carries a sense of urgency and restlessness, while moments of warmth emerge in between. The tension briefly escapes, almost like a sudden daydream. That calm sounds like mountains to me, perhaps because of associations with my carefree childhood in Austria.
At one point I wondered whether the track was my own attempt
at time travel—shedding the layers and protective masks accumulated through
adulthood. Even the shape of the music feels like mountain peaks to me. Of
course, that is a personal association and not necessarily something anyone
else will hear.
Because the recordings originated during an uncertain
period, the music reflects that era through abstraction. Letting time pass and
allowing imagination to move beyond it became a recurring thread throughout the
album. By the end, the music enters a more purely fictional space. Reality,
captured in the earlier sound design and textures, gradually gives way to
fantasy.
That progression is reflected in the titles as well. Dead
Tree at the Starlight Interpass feels much more fictional than many of the
titles that precede it.
I didn't fully recognize those connections while making the
album. They became apparent only afterward, once everything had come together.
It isn't intended as an album about chaos, nor is it meant as a direct
reflection of current events. Rather, it represents my observations of a
particular period in life. The creative process became a notebook for those
observations.
AV: You've said early versions leaned heavily toward
pure sound design. How did you find the balance between texture and musical
identity as the album evolved?
MF: I still remember the moment precisely. I was standing in
front of the refrigerator trying to find something to eat. A completely
ordinary moment.
The banality of it made me realize that I had moved beyond a
difficult period in my life. I wasn't thinking about it anymore. I wasn't
thinking with it anymore. The realization felt like the inverse of a smell that
suddenly takes you back to the past. Instead, it brought me forward.
I remembered how liberating it felt not to worry all the
time.
That realization connected with something the Dutch artist
Tearsong once wrote about my music: sometimes you only recognize a new layer
after the old one has completely disappeared. The musical identity I was
searching for had been missing because there was nothing grounding the sound
design. The new layer emerged in a way that highlighted not only itself, but
also the absence of what had come before.
You can gradually become accustomed to a situation, and only
when you stop thinking about it do you realize how long it has been affecting
you.
That insight allowed me to step away from the sound design
and reconnect with the music itself. Within a few days, I had the first
transition in place, and the abrasive textures began dissolving into a warmer
tonal progression.
AV: The listening recommendation of converging
tweeters suggests a very immersive approach to sound. How much did the physical
experience of listening influence your mixing decisions?
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Matthew Florianz Boston 2001 Finishing GrijsGebied
at Gene Williams House
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MF: This goes back to something we've discussed throughout the
interview: I want to create environments that listeners can lose themselves in.
Perhaps "drift away" is a better phrase.
To answer the question, it helps to separate
"immersive" from "physical."
Immersion is closely tied to how frequencies behave in a
space. High frequencies—think of the sounds made by small birds—bounce off
surfaces and help us understand the dimensions of an environment. They provide
many of the directional cues our brains use to perceive three-dimensional
space.
Lower those effects into the frequency range of the human
voice and they become echoes and reverberation. Instinctively, we understand
that such sounds require larger reflective spaces. Babies often experiment with
this naturally, making noises in places like churches simply because they enjoy
hearing the effect.
I recreate those spatial cues in my music. Certain layers
exist specifically to suggest a space and move sound through it. That sense of
immersion becomes part of the storytelling itself.
The physical aspect is slightly different. It concerns the
room in which I create and evaluate the music. Audio professionals invest
heavily in acoustic treatment to minimize biases in what they hear. The goal is
to remove the room's influence and leave only their own.
Creative distance serves a similar purpose. I deliberately
step away from recordings when they stop producing an emotional response.
Motivation comes in waves, and when it is present every decision feels right.
Without it, work risks becoming pure technique.
Listening with fresh ears is invaluable. One method I use is
placing the tweeters far apart and having them converge behind my head. It
changes my perception of the music and helps separate the sound from my memory
of creating it.
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It's not necessarily better, but it offers a fresh perspective.
I once read that film editors working with physical film
would occasionally view scenes in reverse to disconnect the images from the
timeline. The goal was similar: to see familiar material in an unfamiliar way.
We inevitably become accustomed to our own work, and that
often pushes us toward subtlety. The danger is that what feels obvious to the
creator may no longer be obvious to a first-time listener.
That is partly why every album develops its own listening
ritual. During Mist Schimmen, I often listened while running outdoors wearing
oversized Beyerdynamic DT 770 headphones. During Los (2011), I took the album
on cycling trips from The Hague to Hoek van Holland. Self (2003) was listened
to almost exclusively in the middle of the night when everything was silent.
Each album develops through a different listening
environment. For Funicular Prism, one of those reference points became
listening through speakers with an unconventional tweeter placement. It may not
be as dramatic as a bicycle ride across the Dutch countryside, but it served
the same purpose: hearing the music from a new perspective.
AV: You've mentioned adding warmth and transitions
over time. Did the character of the album change significantly as you worked on
it, and if so, in what way?
MF: Oh, absolutely. It's the reason the title hints at both
movement (Funicular) and the separation of layers (Prism).
I struggled with this album for quite some time. What I
initially wanted to convey was a reaction to turbulent circumstances. There
were changes at work, we had moved to a small village, and my son was growing
up so quickly that every six months seemed to bring a completely new phase. The
music began as a response to change, and perhaps as a way of processing a
personal crisis.
Sometimes that kind of direct reaction can lead to powerful
creative statements. In this case, however, I felt something was missing.
Because those emotions were still raw, the music resonated strongly with my own
state of mind. But when sharing instrumental music with others—especially music
without lyrics to provide context—I feel there must be more than a reflection.
A reflection is different for everyone. The story risks being lost if it relies
entirely on being understood rather than being told.
As time passed, I became less burdened by those earlier
events, and the disconnect became obvious. In a sense, the album had trapped me
inside a moment that no longer fully existed. It had become a memory, and
memories have a way of coloring everything around them.
Once I recognized that, I could listen with fresh ears.
I began cutting into the middle of each track and creating
spaces that needed to be filled. It was surprisingly liberating. It quite
literally cut me loose from those memories and allowed me to place something
new between them. The result became a reflection upon a reflection—an echo in
time.
I even returned to the earliest versions of the recordings
and undid work that had clearly taken them in the wrong direction. The new
material created a tension between the older and newer layers. More
importantly, it created relief from the tension of the more chaotic passages.
That contrast finally began to tell a story.
AV: Much of your work is often described as existing
in "imaginary spaces." When you listen back to Funicular Prism, what
kind of space or moment does it evoke for you?
MF: Originally, there was a sense of restlessness in the album.
At times it is deliberately difficult to listen to, something you have to work
your way through. Then the middle sections arrive, pointing toward a lighter
place with more color and less turbulence.
For me, it expresses the moment when you realize that who
you were and who you are today, while sharing the same origin, may no longer
embrace one another quite so closely. I find that contrast to be an incredibly
fertile place for ideas and, by extension, for listening.
My working titles are often much closer to the feelings I
associate with a piece. The title track, Funicular Prism, was originally called
"Later That Same Evening." It has a subtle science-fiction quality to
it and reminded me slightly of Michael Stearns' Encounters. Later that evening,
something strange happened—something along those lines.
Blistering Dusk was originally called Onder een Groene Bank
("Under a Green Sofa"), a direct reference to my grandmother's green
velour sofa that sat beneath a large wind-up clock. As a child, I would often
fall asleep there and wake up in the middle of the night to the sound of that
clock. There is a ticking sound in the track that captures something of that
transition between dreaming and waking.
For me, that piece is tied to a very specific place and memory. For the listener, who has never slept on that sofa (I suspect) , that association holds no meaning.
Out of all my releases, this album probably describes an
imaginary space the least. It is much more about a feeling: the realization
that emotions can completely consume you, and that sometimes only time allows
you to see beyond them. Once that happens, and you finally let go, there can be
a sense of peace and freedom. That is ultimately the optimistic message I hear
in the final third of the album.
AV: By releasing early tracks on Bandcamp, listeners
were able to experience the album as it developed. What, if anything, did you
learn from that early response?
MF: The honest answer is: not very much.
For someone from a direct culture like the Dutch, that may
sound a little abrupt, but it's true.
I haven't performed live in quite some time. I simply no
longer have the mindset for it, and because of that I'm no longer part of the
circles and environments where those opportunities arise. Playing live was
always a valuable way to refine material. Through repetition, I became familiar
with a piece, experimented with timing and phrasing, and learned how audiences
responded.
In a live setting, you pay attention to concentration
levels. You can feel when a section drags or when something needs greater
emphasis.
Sharing the creative process through projects like Untenable
Prognostications or the early versions of Blistering Dusk is not as immediate,
but it still invites participation. It allows listeners to react to something
tangible. Most people find it easier to respond to a tangible difference than to an abstract work presented as a finished whole.
AV: Was there a particular instrument or piece of
gear that played a key role in shaping the sound of this album?
MF: That has to be the synthesizer that appears on virtually all
of my albums: the Korg 05R/W, which I bought in 1995 from Maarten van Welzen
while living in Sittard.
When I realized that Funicular Prism wasn't working because
it lacked movement, and I decided to introduce those warmer tonal layers, I
immediately reached for sounds I had been using for decades. The idea of blending sound design with tonal progression isn't new, it’s as old as ambient music itself, and because I know that Korg module so intimately, it felt like the naturalplace to begin.
Of course, there is a degree of self-fulfilling prophecy in
returning to familiar tools, but in this case it worked.
The album also features the analogue Korg Prologue alongside
a digital ASM Hydrasynth equipped with polyphonic aftertouch. That keyboard can
sense the pressure of individual fingers and use that information to modulate
specific notes or parameters. The resulting instability appeals greatly to me,
which probably won't surprise readers by now.
Dead Tree at the Starlight Interpass is primarily
Hydrasynth, while Searchlight relies heavily on the Korg Prologue and an
RD-909.
Among my collection of instruments, the analogue
synthesizers tend to sound grainier and more textured, which made them
particularly suitable for the album's warmer passages.
AV: You've said this album helped unlock earlier
recordings that had taken a different direction. Does Funicular Prism feel like
a point of resolution for you, or the beginning of something new?
MF: In other words, are we looking backward or forward?
Finishing an album feels double, as we say in Dutch. I am
truly finished with Funicular Prism. I listened to it one final time before
pressing release on Bandcamp, and that will probably be the last time I hear it
for quite a while.
There is nothing more I can do to improve it. At this point,
changes would simply make it different rather than better.
Every track has gone through countless iterations. Often I
took a few steps backward because I had polished away the very rough edges that
made a piece interesting in the first place. Finding an album's resting
position involves sequencing, track lengths, titles, visuals, mastering, and
the final mix. Everything remains in motion until it is finally anchored in
place.
Yet arriving at that point also highlights one of the curses
of modern digital workflows: every previous version remains available.
Up until Maalbeek, my albums were assembled through
destructive editing. Changes were committed permanently. Once a file was saved,
there was no easy way back. The work accumulated like watercolor absorbed into
paper rather than layers stacked on top of one another.
Working without predefined goals and strictly wanting to discover an album on intuition alone often creates situations where I’d want to go back, thinking the earlier version was better. The curse is that modern workflows allow this easily, and because I lack a clear understanding of what 'finished' means, an earlier version can be just as as provocative as the current one. Flipping back and forth and redefining different paths leads to a process that could go in circles and the journey becoming more important than ever arriving. Walk till you’re there… but where is there? Eventually, I did figure it out for this release, but on those older albums the workflow was more strictly bound to the moment. Not being able to go back to earlier revisions was liberating, and perhaps that’s a style of working I should re-embrace one day. So it might not matter and I will likely always work in an explorative way, mapping out the undiscovered album by walking along its outlines.
Like any emotionally intense period, the experience never
completely disappears. The waves simply become gentler over time until one day
you realize they are no longer washing over you. The memory remains, but it
becomes something welcome rather than overwhelming.
Looking ahead, Funicular Prism took so long to complete that
several other projects emerged while I was searching for its resolution.
One is currently called Cities in a Field Recording—a title
that is probably too blunt a pun even for my tastes. It combines field
recordings gathered during trips to Berlin, Budapest, and other cities with
looping, processing, and additional musical layers. Berlin will likely be the
first installment.
Another project, currently titled Zonderlicht, follows the
darker path that Funicular Prism originally occupied. The music itself is
finished, but it still needs work before it truly flows as a complete album.
Finally, there is a minimal ambient science-fiction project
built around 909 drums that sits well outside my comfort zone. Every attempt to
expand it seems to lose the simple charm that made the original pieces work in
the first place.
So everything is a little scattered at the moment, though
there is always the possibility that these projects will follow the same
winding path as Tauern and Funicular Prism.
To answer your question differently: I don't know whether my
creativity is rooted in resolution or evolution. I suspect it depends on where
I am in life at a given moment.
What I do know is that it probably won't be a revolution.
I'm not the sort of artist who reinvents himself completely. I still feel the
urge to pay homage to The Future Sound of London, who remain one of my greatest
inspirations.
AV: Matthew, I'd like to thank you for your willingness to not only answer these questions, but to answer them with such depth and thoughtfulness. Throughout this conversation you've shared insights into your creative process, your relationship with sound, and the experiences that have shaped your music over the years. It's been a pleasure exploring those ideas with you. We wish you continued success with Funicular Prism and the projects waiting in the wings, and we look forward
to following wherever the next chapter of your musical journey may lead.
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