An interview with the makers of comic Hotze, Jens Bringmann and Valentin Kopetzki from BRINGMANN & KOPETZKI.
Content remains one of the hottest topics in digital marketing. Only when the right contents are conveyed at the right time, across the right channel, to the right person, can the often-cited customer experience really be translated into action. Two fellows that advanced the topic–already back in the analogue world–are Jens Bringmann and Valentin Kopetzki from BRINGMANN & KOPETZKI. With their comic character “Hotze” and the series of the same name, they grew to become cult figures of the electronic music scene in Germany and internationally from the mid-1990s, and their reputation still holds today. “Hotze” gained fame above all through the techno magazine Groove and the close symbiosis with former cult-club “Stammheim,”. Marketers can also learn from Jens’ and Valentin’s keen intuition for the desires and expectations of their crowd.
Hello Jens, hello Valentin. Tell us a little about your time as party organisers and when and how you had the idea to create the Hotze comic?
Jens Bringmann: It was all quite innocent at first. I had been creating flyers for the culture-factory Salzmann in Kassel [Germany] while working as an intern [comment: Kassel is a two-hour drive from Frankfurt], when an organiser pulled out at the last minute. Suddenly I was offered the chance to organise the party, but at the time I still had a lot to do for a different project. Together with Valentin we got together with some friends who already had some experience in organising events and from there we mainly took care of the advertising for the club. It really went well. Then there was another party and another. It had its own momentum and at some point we thought “Hey let’s take over the whole club”. The whole thing just took off when big names like Laurent Garnier started to play in our club.
Valentin Kopetzki: The comic-style flyers and adverts that we distributed all over Germany played their part in the initial success. At that time techno-visuals consisted of clean 3D-artwork, so we were really something out of the ordinary. We thought that comics could transport the character of a party much more emotionally. The magazine Groove thought likewise, asking us to illustrate in a similar style nightlife anecdotes that the editors brought with them from their appointments. W_e quickly realised that we couldn’t really draw events particularly life-like if we hadn’t experienced them ourselves. So we decided to create a character that could tell of our own personal experience: Hotze was born._
In an interview, star-DJ Chris Liebing once said, “If I wanted to tell my granny what I do at the weekend I’d simply show her the Hotze comic.” How did you manage to capture the electronic lifestyle so realistically and true to life? What is ‘good content’ for you, in this context?
JB: It is always important to know the target group. We knew ours rather well because we were the target group actually. We organised parties because we – damn it – wanted to be at the best parties. And we always tried to keep Hotze unbranded and not refer directly to the Stammheim. But the look was of course similar to our party flyers, so at some point people made the connection themselves.
VK: In this sense we really drew just for ourselves and were free from any restrictions. The key was the authenticity. We drew our own lives – a bit exaggerated of course. And the people recognised what they saw. So it wasn’t someone coming in from the outside and acting it. If you’re not that lucky there are only two options: Either you work your way right down to the bottom of it or get hold of people who know the target group.