What appealed to you about making an interactive EP? About really digging deep into the connection between games and music? We used Unity for the game with a ton of custom tools built into Unity's Timeline system! Most music production was done in Ableton, with vocal tracking done in Pro Tools. What development tools were used to build your game? A virtual band smaller than K/DA or Gorillaz. I wondered what it would be like to make an indie virtual musician-someone who is making music in their bedroom and is a fan of Hatsune Miku themselves! Someone who isn't already a bigger-than-life popstar. Years and years ago I went to a Hatsune Miku show in LA, and I was floored by how everyone in the audience was so invested in this character who had been dreamed up by a bunch of creative people. How did you come up with the concept for We Are OFK ? I also cofounded the LA indie games collective Glitch City. I co-designed former IGF winner Hyper Light Drifter and have been making games for *mumble* years! I've been Creative Director at Square Enix Montréal, game designer at Disney Interactive, and a game narrative researcher at the USC School of Cinematic Arts. I'm Teddy Dief, creative director, co-writer, and lead singer of the OFK project! Who are you, and what was your role in developing We Are OFK ? Game Developer caught up with Teddy Dief, co-writer and lead singer on the project, to talk about how it naturally grew out of a desire to explore the difficulties of creating something personal and sharing it with the world, the importance of "mouth feel" when making a catchy pop song, and how they drew from that imagery that comes from listening to music in bed to create the interactive music videos. that explores a musician's journey to break into the LA music scene (and the many texts and social media posts leading up to that). Nominated for Excellence in Audio, We Are OFK is an interactive E.P.
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