Whispering Waters: Behind the Scenes of the Making of "La vaguelette"

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「向四季流溯，引万籁驰骛。所过处百废复苏，亦充盈挚爱的心湖。」芙宁娜在虚构的戏剧中，演绎着另一个不为人知的「故事」。 一同跟随原神制作组的脚步，回顾「轻涟」系列的创作历程吧！
"As the dancing water flows, so too we would live. The city it would nourish — and you too, my dear, would flourish." By playing out a drama within a drama, Furina brings a hitherto unknown "story" into the light. Let's take a look at how the *Genshin Impact* team brought "La vaguelette" to life!

## Video

IP团队对于水神最初的构想可以追溯到《原神》立项的时候，后来在创作中，她一步步成为了现在大家所熟知的样子。芙宁娜在枫丹的角色不仅是「神明」，还是一位家喻户晓的「大明星」。她热爱并期待着舞台上一切的惊喜和反转。
Hani, Creative Concept and Writing Team Supervisor: The Creative Concept and Writing Team's initial designs for the Hydro Archon go back to when *Genshin Impact* started. In the course of our subsequent creation, she gradually took the form that we're all familiar with now. In Fontaine, Furina not only plays the role of an Archon but also of a "superstar" known by all who lives for the surprising twists and turns of the stage.

芙宁娜是一位比较特殊的神，她的性格特点非常鲜明。所以从最初构思的时候，团队就很明确她应该做成什么样子。芙宁娜表面上会端着架子，私底下其实是一位非常活泼的小姑娘。为了展示她性格上的两面性，我们想做一些和以往的神不太一样的设计，在她身上加入了很多矛盾的要素，比如条状的头发、异色的瞳孔，还有后续比较特别的神之眼等等。而芙宁娜的「变装」则是原画一开始就想做的，也为她设计了很多服装和发型，但最终因为研发的限制和剧情的需要，选择了两套最优的结果呈现给大家。
Vivi, *Genshin Impact* Character Concept Artist: Furina is quite a unique god. She has a very distinct personality. So right from the beginning, the team had a clear idea of how she should be designed. On the surface, Furina puts on airs, but underneath she's actually a very bubbly girl. To show these two sides of her personality, we wanted to handle some aspects of her design differently from previous Archons. So we integrated a lot of contradictory elements such as her streaked hair, her heterochromatic eyes, her rather special Vision, and so on... Furina's "outfit change" was something that our concept artist wanted to work on from the start. We designed many outfits and hairstyles for her. But in the end, due to development limitations and plot requirements, only the two best outfits were chosen.

枫丹主线的结局关于芙宁娜的留白很多。这位曾经的神明在预言落幕之后将去向何处？枫丹的市民会怎样看待她？她又怎样适应新的生活？这些疑问构成了芙宁娜需要面对的新的人生。所以在构思4.2版本芙宁娜的传说任务「司颂之章」的时候，我们希望能够通过这个故事让玩家知晓芙宁娜后来的生活，也能看到她如何逐渐直面内心，重振旗鼓，最终再次闪耀。
Hani, Creative Concept and Writing Team Supervisor: A lot was left unsaid about Furina at the ending of Fontaine's Archon Quest. Once a god, where will she go after the prophecy has been fulfilled? What will the people of Fontaine think of her? And how will she adapt to her new life? These are the questions that Furina has to face going forward. So when we were designing Furina's Story Quest in Version 4.2, "Animula Choragi Chapter," we hoped that players could learn about Furina's future life from this story and that they'd get to see her gradually confront her inner self, rally herself psychologically, and then finally start to shine once again.

在枫丹，审判是最重要的公众活动，其本身也如演出般呈现。我们有很多与「歌剧」相关的文本描述，也有演出用的「欧庇克莱歌剧院」，但从来还没有机会把「歌剧」正式呈现在玩家面前。所以才有了将演出融入故事的想法。我们希望通过用芙宁娜最擅长的方式，让这个角色形象更加的立体和饱满。当然也期待在这样的呈现中，让玩家了解在比较跳脱的表面之下，她能够受到枫丹人喜爱和追捧的原因。
Trials are the most important public events in Fontaine. They're essentially conducted similarly to performances. We have had a lot of opera-related descriptions, and there's the Opera Epiclese for performances, but until now, we've never had the chance to officially present an "opera" to our players. So that's why we wanted to incorporate this performance into the story. We hoped that by adopting this approach of letting Furina do what she does best, her character would feel more fleshed out and three-dimensional. Of course, by doing so, we also looked forward to showing players the reasons why, despite her flamboyant exterior, she commands such love and reverence from the people of Fontaine.

本身我们在设计芙宁娜形象的时候，就考虑到了她作为「大明星」上舞台演出的需求。所以当IP老师提出要做音乐剧想法的时候，我们是非常认同和支持的。适配的效果我们也很满意。当然如果能让玩家感受到我们的角色设计和剧情相互契合的部分，那就再好不过了。
Vivi, Genshin Impact Character Concept Artist: When designing Furina's appearance, we took into consideration her need to perform on-stage as a "superstar." So when our Creative Concept and Writing Team put forward the idea of a musical, we were fully in support of this. We're very satisfied with how it all matched up. Of course, if players can feel how our character design and the plot reflect each other. That would be most ideal.

芙宁娜的日常服饰基础是一套晨礼服，搭配西方女性礼服衬裙样式的改良后摆，适合她出席茶会之类的高档活动，也不会拘束她在舞台上的演出。在服装细节的设计中，我们找了很多经典的音乐剧、戏剧、电影作为参考，比如后摆上鱼尾造型的装饰，灵感就来源于小美人鱼的故事，它可以展现出芙宁娜灵动的一面。而皇冠和绶带的样式则是借鉴了欧洲皇室最喜爱的配饰，体现出芙宁娜尊贵的身份。
The base of Furina's usual outfit is a morning dress with a modified western women's petticoat-style tail that is suitable for her to wear to fancy events such as tea parties but also wouldn't restrict her when performing on stage. In terms of how the outfit details were designed, we referred to many classic musicals, plays, and movies. For example, the fishtail-shaped decoration at the back was inspired by the story of *The Little Mermaid*. It expresses the lively side of Furina's nature. Whereas her crown and ribbons are based on the favorite accessories of European royalty and express Furina's noble status.

从设定上来说，芙宁娜演出的地点是「欧庇克莱歌剧院」，所以我们最初的设想是为她做一支歌剧。但是当大家顺着故事线走下去，发现还是以音乐剧的形式更适合芙宁娜的演出。区别于歌剧的古典唱法，音乐剧介于传统与流行之间，演唱方式比较通俗，演绎形式也更加多变，能更好地承载叙事功能。我们也希望玩家在《原神》中既能接触到多元的艺术形式，又能比较轻松地理解和接受这些内容，所以在创作中也需要留意内容不会过于晦涩难懂。当然在最终呈现的作品中，我们也加入了一些歌剧的元素，比如副歌部分的女高音二重唱等等。
Yuan Dimeng, Music Producer for HOYO-MiX and *Genshin Impact*: Furina's performance takes place at the Opera Epiclese. So our initial idea was to put on an opera for her. But as we followed the storyline, we discovered that the form of a musical suited Furina's performance more. Different from classic opera singing styles, musicals stride the gap between tradition and popular culture. The style of singing is popular and accessible, and leaves more room for artistic interpretation. So it was a more suitable medium for storytelling. We hope that players can experience a wide variety of art forms in *Genshin Impact*, but also that they can easily understand and accept the content. So when creating it, we have to make sure its content isn't too hard to understand. Of course, in the final version, we also added some opera elements, such as the soprano duet in the chorus, and so on.

如果说之前我们制作《神女劈观》是希望能够为玩家呈现一些「传统」，那么这次做《轻涟》其实更多是想要在《原神》中给予玩家丰富多元的娱乐体验。记得第一次开会的时候，音频、音乐、策划、动画的同学都在，大家执行项目的意愿很高，都想要做出一些超出玩家预期、能够被玩家喜欢的内容。我们团队中有不少同学原本就喜欢看线下演出，所以大家在一起讨论的时候也会思考，如果在《原神》中呈现音乐剧，会是一种怎样的效果。对于整个团队而言，这次将音乐剧与游戏结合是一个在制作中不断互相学习的过程，它符合我们一贯做产品的思路，请专业的人做专业的事情。
Hani, Creative Concept and Writing Team Supervisor: If we were previously hoping to bring players a sense of tradition in "The Divine Damsel of Devastation," then in making "La vaguelette," our main goal was to give players a rich and diverse entertainment experience in *Genshin Impact*. I remember during our first meeting, there were colleagues from the audio, music, game design, and animation teams. Everyone was raring to get started; we all wanted to create content that would exceed expectations and that players would love. Many team members were personally big fans of watching live performances. So when we were discussing it, we all began to wonder what the end result would be like if we staged a musical within *Genshin Impact*. As far as the whole team was concerned, integrating a musical within a game was a continuous process of mutual learning, which chimed with the philosophy that's always guided us – that professionals should give full play to their professional skills.

项目的启动非常高效、顺利。IP同学搭了一个骨架，各个角色部门就立刻开始发散思维。动画完成分镜草稿后，我们音乐组开始作曲。出了歌曲的小样后，IP开始填词。到了填词的阶段，大家想呈现出更原汁原味的感觉，所以一致认为应该采用法语作词。当然这也为后续的制作带来了一系列的困难。
Yuan Dimeng, Music Producer for HOYO-MiX and *Genshin Impact*: The project was run very efficiently and successfully. Our Creative Concept and Writing Team set down a structure, and all the departments involved immediately started contributing their ideas. After the animators had completed the storyboard draft, our music team started composing. Once we had produced a demo of the piece, the Creative Concept and Writing Team began to write the lyrics. When we reached the lyric-writing stage, we wanted to make it feel as authentic as possible, so we all agreed that the lyrics should be written in French. Of course, this also entailed a whole series of difficulties during the subsequent production.

对于HOYO-MiX的同学们来说，法语是非常陌生的领域。创作中哪些法语音节可能会比较难以演唱，单词的实际发音是否能对应旋律和气口，这些对我们来说很难想象。
Liu Yue, HOYO-MiX Member: For the members of the HOYO-MiX team, writing in French was extremely unfamiliar territory for us. As for which French syllables might be more challenging to sing and whether the actual pronunciation of words would correspond to the melody and pauses for breath, all of this was very difficult for us to imagine.

最早先是有了一版中文歌词大意，用来让团队理解影片内容是什么。后来进行到法语歌词延展的时候，对我们来说还是挺有挑战的。这其中的沟通非常频繁。歌词和旋律出来以后，我们也是找到了法国当地同事一句一句唱出来，来感受节奏和卡点在什么地方最合适，一起听哪些别扭的地方需要调整。最终呈现出了很好的效果。
Hani, Creative Concept and Writing Team Supervisor: At first, we wrote a version of the lyrics in Chinese to help familiarize the team with the content of the video. Later, the process of re-interpreting the lyrics in French was something we found very challenging. It involved a lot of communication. Once the lyrics and melody were completed, we asked one of our local French colleagues to sing them for us line by line to help us get a feeling for the rhythm and how to keep it in sync. And identify which bits sounded odd and needed adjusting. So the end result was really good.

法语歌词创作出来后，宣发同学与我们一起找到有一定乐理知识的法语老师，根据内容与IP同学反复沟通词义和音节再进行试唱。后来又内部辗转，拜托了一位会声乐的法国同事，帮忙录制了导唱demo。在制谱和录音的阶段，所幸团队中有一位曾经选修过法语的谱务同学也提供了重要的帮助。有了大家的环环接力，我们最终共同克服了语言这道难关。值得一提的是，在找到合适的演员后，我们在音乐层面的交流推进非常顺畅，这也印证了艺术可以突破语言共通。我们也增加了一次与不同语种音乐人的交流经验。
Liu Yue, HOYO-MiX Member: Once the French lyrics had been completed, together with our publicity colleagues, we found a French expert with a solid grounding in music theory who, after discussing the lyrics and syllables with our Creative Concept and Writing Team, sang them for us. After internal discussions, we then asked a French colleague who could sing to help us record a singing demo. Luckily, throughout the process of writing the score and recording, one of our orchestra librarians who had previously studied French also helped us greatly. With everyone working so closely, we finally managed to overcome the language barrier together. It's worth mentioning that after finding a suitable performer, our music communication went extremely smoothly. This shows how art is a common language that connects us all. It was also another chance for us to communicate with musicians of different languages.

那在整体的执行过程当中，最困难的部分就是芙宁娜法语音乐剧演员的选角吧。最早接到需求的时候，我们是按照「歌剧演员」这样的一个方向去探索的，那其实就遇到了我们第一个难点。我们既希望演员能够唱美声，但是又希望她的音色能跟角色她日常的这个少女音色是相匹配的，但其实这个跟美声它本身的腹部发声方式就有一些冲突在。
Seeyu, *Genshin Impact* - Audio Development: Throughout the whole execution process, the most difficult part was choosing someone to play Furina for this French musical. When we first received the request, we were essentially looking for an opera singer. So that was the first obstacle we faced. We were hoping not only that they were able to sing bel canto, but also that their singing could match the particular youthful femininity of Furina's regular voice. But to some extent, this clashed with the reality of how bel canto techniques utilize the diaphragm.

不过在后期的不断讨论中，大家发现其实音乐剧的表现形式更适合我们想要传达的东西。同时演员的选择也会更加宽泛一点，演唱和台词在听感上也会更加匹配一些。
Yang, *Genshin Impact* - Localization: In our later discussions, however, we realized that doing it as a musical would be a more suitable medium. And this would allow us to widen the search when looking for a singer. The sound of the singing and the dialogue would also go together better.

然后在国内的话，这个领域它是没有一个很固定的规范化流程和标准的。我们按照常规的工作模式去选角去试唱，其实它是有一些阻塞比较大的事情在。比如说我们觉得音色合适的演员，她的试唱可能不是特别的好。那如果说唱的特别好的老师，她的音色和整体风格可能又跟我们有一些小的出入。那当时这个事情其实是让我们的进展有点陷入僵局的。不过我们最终接触到CC（Cécilia Cara）并且促成了这个合作，整体非常的巧合这件事情。
Seeyu, *Genshin Impact* - Audio Development: In China, there aren't really fixed procedures or standards in this field. Trying to find and audition singers using our usual method resulted in some rather significant challenges. For instance, some singers' voices fit the character, but then their singing demos didn't go well. While others might sing excellently, but their musical and overall style didn't fit with what we wanted. At the time, the result was that we got quite stuck at this point. But in the end, we met CC (Cécilia Cara) and struck up a collaboration together. It was sheer serendipity.

当时恰逢Cécilia Cara所在的剧团在中国巡演《罗密欧与朱丽叶》。我们也是在非常偶然的情况下，通过剧团寻找翻译的契机，寻找到了音色和唱功都符合我们期待的CC（Cécilia Cara）。当时虽然不知道来不来得及，但是还是觉得可以去试试看去碰碰运气。
Yang, *Genshin Impact* - Localization: At the time, Cécilia Cara was on tour in China performing "Romeo and Juliet." By pure coincidence, an unexpected opportunity came up when the troupe was looking for translators, and we found CC (Cécilia Cara), whose voice and singing were perfect. Although we weren't sure if she'd be available, we still wanted to give it a go and try our luck.

然后我们当时也是想着试探性地给她法国的经纪公司发了封邮件。然后我们做好准备说如果开录前的两周收不到她的回信的话，我们就算了。但没有想到我们第二天就收到她本人的邮件回复，然后说希望你们能不能来杭州跟我当面聊一聊这件事情。
Seeyu, *Genshin Impact* - Audio Development: We also reached out to her French agency by email. If we didn't receive her reply within two weeks of the scheduled start date for recording, we were prepared to give up the idea. But to our surprise, she replied to the email herself the very next day, saying that she hoped that we could go to Hangzhou to discuss the idea with her in person.

然后我们就立即买票赶往杭州。当时时间还特别紧，上海到杭州当天的高铁票全都卖完了，然后最后买到了绿皮车的车票去的，也是一个挺有意思的经历。甚至去之前也没有想过会这么顺利地合作。现在想想还是感觉很神奇。
Yang, *Genshin Impact* - Localization: We bought the tickets and rushed over to Hangzhou straight away. We were working on such a tight time frame. All of the high-speed train tickets from Shanghai to Hangzhou were sold out on that day. So in the end, we had to take a slower, old-fashioned "green train." That was a really interesting experience too. Before we went, we didn't expect our collaboration to go so smoothly. It all seems amazing thinking back to it now.

大概4个月前，我在手机上下载了《原神》。因为有人向我介绍了这款游戏，我看过之后觉得游戏画面非常漂亮。我非常惊喜地收到《原神》制作团队的合作意向，而且我对这次合作的背景也是有一定了解的。比如故事的主角芙宁娜所处的枫丹，其实是以历史上的欧洲为原型的。这是我非常熟悉的领域，我感到很自如。我对这次非常大胆的合作计划很有信心，非常开心能够演绎这首歌。作为演唱者，将自己的艺术见地融入这首歌曲。《原神》团队的合作邀约中最吸引我的一点就是，他们想要把音乐剧与游戏相结合，为全球玩家呈现音乐剧这一相对小众的艺术，发掘两者之间的共通点，通过艺术的方式连接两个领域。在艺术领域的沟通中，我与《原神》团队的交流非常顺畅。
Cécilia Cara, Vocal Artist: About four months ago, I downloaded *Genshin Impact* on my phone. Because someone had told me about this game, after seeing it, I thought the graphics were really beautiful. It was an extremely happy surprise for me to learn that the team from *Genshin Impact* was interested in collaborating, and I also had some understanding about the background for this collaboration. Fontaine, for instance, which is where Furina — the protagonist of the story — lives, is actually based on historical Europe. This is an area that I know extremely well and feel very comfortable with. I'm very confident that this bold collaboration will work, and I'm really happy that I can perform this song. As a singer, I've incorporated my own artistic insight into this song. The thing that attracted me the most about the *Genshin Impact team*'s invitation was their desire to combine musical and game and introduce players around the world to musical, a relatively niche form of art, and to discover the things that the two have in common. Connecting the two different fields through art, in the course of our artistic collaboration, my communication with the *Genshin Impact* team has been extremely smooth.

这个片子很复杂，和以往的播片不同。它是一个承载了叙事内容的音乐剧，需要我们在表现画面的同时传递信息，把之前埋下的悬念通过画面与歌词呈现给观众。核心是要给出玩家明确的提示，并且保证每个镜头传达的信息都是准确的，玩家回头再看也是可以看懂的。
Hani, Creative Concept and Writing Team Supervisor: This cutscene is very complicated. Unlike previous videos that we've done, it's a musical that contains narrative content. We have to convey information at the same time as displaying visuals and make the audience experience the suspense that's been building up through the filming and lyrics. The most important thing was to give players clear hints and ensure the accuracy of the information that each shot conveys, so that players can re-watch and understand it in more depth.

收到需求后，我们就开始思考如何以风格化动画形式呈现音乐剧，以及如何更好地与音乐配合。这个思考过程相当漫长。在制作阶段，我们对经典音乐剧形式进行了改编，融入了更多流行元素，同时需要与《原神》的内容风格相协调。这些考虑从分镜阶段就开始了。我们有两个主要目标：一是希望玩家更好地理解和接受故事本身，二是希望一切都更好地符合音乐剧的格式。我们过去的播片大多侧重于讲故事，致力于让观众更好地沉浸在故事中，并更好地表现角色。
ZQ, *Genshin Impact* - CG Animation: After receiving the task, we started to think about how to portray a musical through stylized animation and how to make it work with the music. This process of consideration actually took a long time. During the production phase, we transformed the classic musical form and incorporated more popular elements. Meanwhile, we had to adapt it to suit the content style of *Genshin Impact*. These are things that we had to start considering from the storyboard phase onwards. There were two main requirements. Firstly, we hoped that players would be able to better understand and accept the content of the story itself. But secondly, we also wanted everything to fit the musical format as much as possible. Most of our previous videos were focused on storytelling, on how we could immerse everyone in the story and give better expression to the story's characters. That's what we've been working hard to achieve this whole time.

因为音乐剧歌词本身不太直白，观众理解的成本加大，所以画面必然要在帮助玩家理解故事内容方面起到更大的作用。影片中画面和歌词的信息量都很大，它们相互辅助，缺一不可。在形式上，我们加入了许多舞台感的设计元素，比如芙宁娜入场时的动作、场景开幕的方式等，都是参考实际音乐剧开场形式而来。
The fact that the lyrics of the musical aren't particularly straightforward makes it harder for the audience to grasp it fully. So naturally, the visual display had to do more to help players understand the content of the story. There's a huge amount of visual and lyrical information in the video. It all works together, so it's all indispensable. In terms of the form, we added lots of design elements to create a sense of being on-stage, such as Furina's gesture when she comes on stage, the way that the scene starts, and so on. These were all based on the way real musicals begin.

影片中呈现的建筑风格也参考了法国的实景小镇。在制作过程中，难免会关注一些细节表现，每个段落都经过了很长时间的探讨。比如当水流穿过小镇时，我们要如何表现水的动感，以及如何传达水让沉寂的小镇变得生机勃勃的意念。再比如当芙宁娜化为水的瞬间，我们需要选择什么样的呈现方式能够给玩家强烈的视觉冲击力，使短片更具沉浸感。这些都是在形式上需要思考的内容。为了完成这支片子，我们让更多的同学参与进来，相较以往的风格化播片，增加了很多很复杂的原画需求，其中还包括了许多没有用上的画稿，所以投入的资源可以说是近来最高的一次。
The architectural styles that appear in the shots are also inspired by real towns in France. During production, it was inevitable that we'd focus in on some of the details. We spent a lot of time considering each section. For example, when the water flows through the town, how could we express the water's dynamism as well as the idea that it is bringing new life to the quiet town? And in the moment that Furina becomes the water, what kind of visual representation would make the most impact on players and make the video more immersive? These were the aspects regarding format that we had to think about. In order to complete the making of this film, we had to get more people involved. There were a lot more complex artistic requirements compared to previous stylized storytelling cutscenes. This included many drafts that didn't make the final cut, so it took more resources than any other project that we've recently completed.

《原神》音乐专辑往往在收录一个较为完整的版本音乐后才会和大家见面，而这一次我们希望能够紧随版本对《轻涟》这首歌曲跟进宣发传播。我们希望能为大家展现出具有枫丹味的音乐剧表演，因此前往法国进行了MV的拍摄。虽然法国不乏装饰华丽的歌剧院，但其中许多是供寻常游客参观和剧目表演的。要在符合拍摄条件的情况下筛选理想的场景，我们前期对大大小小几十家歌剧院进行了调研。在MV的画面设计上，我们选择了两套服装，希望能够在突出角色不同心理阶段的同时，也展现她不同的身份含义。Cécilia Cara作为非常专业的音乐剧演员，在MV的拍摄中展现了超强的表现力。歌曲的叙事性很强，包含了丰富的情绪变化，而她一遍又一遍情感充沛的演绎为这部独角戏的最终呈现起到了重要作用。《轻涟》是目前《原神》为数不多的人声歌曲，为了尽可能帮助大家了解歌曲内容，参与二创交流，我们也提供了中文歌词、男调伴奏，并邀请了歌手老师们进行多版本演绎。希望能通过听觉与视觉的共同呈现，让大家接触到不同风格的艺术形式，更希望通过《原神》音乐能让更多人了解这一段不同寻常的故事。
Bao, *Genshin Impact* - Music Publicity: *Genshin Impact* music albums usually only appear once the music for a particular version is pretty much complete, but this time, we hoped to bring out "La vaguelette" right after the game version's release. We wanted to bring everyone a very Fontainian musical performance, so we went to France to shoot the music video. Although there is no shortage of magnificently adorned opera houses in France, many of them are for regular tourists to visit and watch theatrical performances. So we had to find the perfect one among those that met our shooting requirements. In the beginning, we had to consider dozens of opera houses of all different sizes. In terms of the music video's visual design, we chose two outfit sets to both reflect the character's changing frames of mind and to embody her different statuses. As an extremely professional musical theater performer, Cécilia Cara displayed incredible expressiveness during the shooting of the music video. The narrative nature of the song is very pronounced, and it contains a wide variety of emotional changes. The depth of emotion that she gave, over and over again, had a decisive impact on how this solo performance turned out. "La vaguelette" is one of *Genshin Impact*'s few vocal songs to date. To help everyone better understand the song's content and get involved by creating fan-made works, we've also provided Chinese lyrics and a male voice accompaniment and invited singers to give several different interpretations. We hope that the combination of the visuals and audio helps everyone appreciate different styles and forms of art and, through the music of *Genshin Impact*, let more people know about this extraordinary story.

（《轻涟》）这首歌曲讲述了爱，讲述了人与自然的紧密联系。找到一种方式，让听众随着我的声音进入一个富有诗意、抒情和梦幻色彩的情境中。我很荣幸能够了解并走进芙宁娜这个角色中，她让我动容，我十分喜爱这个角色。一切都十分美妙。总之，这首歌曲美得如同仙境，初次接触就让我非常喜欢。
Cécilia Cara, Vocal Artist: "La vaguelette" is a song about love. It's about the close connection between people and nature. I've tried to find a way to use my voice to immerse the audience in this poetic, expressive, and fantastical scene. I'm honored to have had the chance to get to know and play the part of Furina. I've found her endearing, and I love her as a character. It's all been so wonderful. All in all, this song is like something out of a fairy tale; I loved it from the start.

《轻涟》对《原神》来说是一次非常与众不同的音乐呈现。对我们《原神》的音乐团队来说也是一次宝贵的学习经验。这次的作品从词到曲都是由《原神》内部团队创作完成的。这其实也证明了我们能够突破语言和风格的限制，为大家呈现多元化的音乐艺术形式。希望大家能够通过我们的作品了解和喜欢上音乐剧，也希望大家能在4.2的版本游玩中收获到感动与乐趣。
Yuan Dimeng, Music Producer for HOYO-MiX and *Genshin Impact*: "La vaguelette" has been an extremely unique musical performance for *Genshin Impact*. It has also been a valuable learning experience for our music team. Everything about this piece, from the lyrics to the melody, was created by *Genshin Impact*'s own teams. This proves that we are able to overcome linguistic and stylistic barriers to present everyone with a diverse musical art form. We hope that our work enables all of you to better understand and appreciate musicals, and also that you find playing through Version 4.2 a moving and entertaining experience.

《原神》的创作充满挑战与机遇。我们始终希望旅行者的每一段旅途都能新奇有趣，令各位心满意足。所以我们从来没有停止内容形式上的探索。每当各位玩家来到一个新的国度，我们都希望通过这片土地承载的故事与文化，带去区别于之前旅途的情感体验。说实话这并不容易，但我们所生活的现实世界，它在悠久历史中传承而来的诸多艺术形式，就像永不枯竭的灵感之泉一样，时刻刺激着我们这个团队对「美」的追求。受惠于这般传承，我们有机会以融合的形式创作出令人耳目一新的内容，将经典以符合《原神》的表现形式演绎给尽可能多的玩家。不只是戏曲、音乐剧，世界上还有无数美丽的文化瑰宝，时刻都闪烁着辉光。我们由衷希望旅行者能够喜欢我们团队这次在音乐剧表现上的探索，也期待接下来有更多类似的机会，以游戏的形式去展现人类文化的历久弥新。当然，如果能为各位旅行者引起一些兴趣，更多地去接触和了解这些美妙的艺术，那我觉得就再好不过了。
Hani, Creative Concept and Writing Team Supervisor: *Genshin Impact*'s creation has been full of challenges and opportunities. We've always hoped that every step of the journey is novel and interesting, and that our Travelers feel satisfied. So we've never stopped exploring different forms of content. Every time players arrive in a new nation, we all hope that the stories and culture of the land have an emotional effect that feels different from everything that came before. To tell the truth, this isn't easy. But the real world in which we live in, the many art forms that have been passed down to us through history, are like a never-ending font of inspiration. And they keep driving the team on in the pursuit of beauty. Benefitting from this heritage, we've had the opportunity to create refreshing content through a fusion of different styles and re-interpreted the spirit of the classics for as many players out there as possible in a form that fits *Genshin Impact*. And it's not just traditional opera or musical. There are an untold number of beautiful cultural treasures in the world, shining bright at every moment. We sincerely hope that Travelers will enjoy our team's exploration of the musical form and we look forward to having more opportunities like this in the future to show the timelessness of human culture through the medium of our games. Of course, if we can also inspire Travelers to discover new interests by experiencing and learning more about these wonderful art forms, then that would be just marvelous.