EDGE

We Are OFK

PC

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Time to break kayfabe: during our interview with Teddy Dief in E355, we played along with their notion that OFK is a real band, and talked about the story of Itsumi, Luca, Jey and Carter in-fiction with them. The point was to illustrate something that gets to the heart of We Are OFK: a crucial part of its developmen­t has been that narrative investment in the reality of the band, and the extensive lore that has been constructe­d around the members. It’s almost eerie how easily Dief rattles off their backstorie­s, but this is precisely what we meant when we referred to the fusion of art and performanc­e. It’s clear the idea has been in their head for a while, and over time it’s been fleshed out into an entire world. And that world has bled into our own: the band members even have their own individual social media accounts.

Transmedia storytelli­ng is nothing new, of course, but a five-episode interactiv­e animated series is quite the departure from Hyper Light Drifter, which Dief co-designed with creator Alx Preston. “The parts of Hyper Light that I loved the most had to do with our narrative and how we sprinkled that into that world,” they tell us. “Although my work looked very different on Hyper Light than it does on this, I really wanted to embrace an opportunit­y to produce something that was still visually beautiful, and that people could connect to on that level, but eschewed violence for something more human-sized.”

It’s evidently a more down-to-earth story, and one that’s close to Dief’s heart – and their creative base in LA. “From there I started working with our producer, Mikayla Foote, who comes from the music industry – we both had a vested interest in the creative process of music. And seeing as I was looking for a story that was about making something, it felt like a really nice fit to tell the story of some people who were trying to make music in Los Angeles. That’s sort of how the pieces came together.”

Are there many similariti­es between making music and games? “The more time I’ve spent with people in other creative fields, the more I see that, these days, we all spend a lot of time on computers fiddling with knobs, so to speak,” they smile. “Obviously, we have things like programmin­g that don’t as often play into the creative process of music, but I do think the life experience seems similar – as do the emotional journeys of trying to put a project together, to figure out what you want to say, and how you’re going to find an audience for it.”

They couldn’t have found a much bigger occasion to reveal OFK to the world, with The Game Awards debuting the animated video for the band’s first single, Follow/Unfollow. There is a desire here to reach a very different audience to that of Hyper Light Drifter: the game’s interactiv­ity has been designed to be “meaningful yet approachab­le,” with the player making choices in dialogue, and through text messages to contribute to the story. “It was really important to both get the audience involved in person-to-person conversati­ons, and in conversati­ons over text, because that’s part of modern communicat­ion and how we all experience each other.”

Indeed, the game’s stories will be drawn from the lived experience­s of many of the staff at the studio that worked on it, although Dief is quick to clarify that no specific person’s story will be recreated here. “The characters are amalgamati­ons of experience­s that myself and my co-writer Claire [Jia] and members of our team have shared and talked about together,” they say. “I think it’s important that it not be simple autobiogra­phy, but also that we can see ourselves in these characters and experience­s.” Music to our ears.

There is a desire here to reach a very different audience to that of Hyper Light Drifter

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 ??  ?? TOP The game promises to explore all aspects of the creative process – and the emotions that go with them. RIGHT Text communicat­ion is central to storytelli­ng, Dief says. BELOW Three-quarters of OFK: manager and keyboardis­t Itsumi, visual artist Carter and vocalist Luca relaxing together in their Los Angeles apartment
We Are OFK’s
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The band’s story begins with Itsumi sneaking her way into a Hollywood party where she meets producer Jey. “Musically, Jey is sort of the heart of things,” Dief says. “In live performanc­es, she’s running samples on her laptop and controller to centre the music”
TOP The game promises to explore all aspects of the creative process – and the emotions that go with them. RIGHT Text communicat­ion is central to storytelli­ng, Dief says. BELOW Three-quarters of OFK: manager and keyboardis­t Itsumi, visual artist Carter and vocalist Luca relaxing together in their Los Angeles apartment We Are OFK’s TOP The band’s story begins with Itsumi sneaking her way into a Hollywood party where she meets producer Jey. “Musically, Jey is sort of the heart of things,” Dief says. “In live performanc­es, she’s running samples on her laptop and controller to centre the music”
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