🎬 CASTING CALL: JOIN THE CREW OF "OFFICEWORKER" – A Psychological Horror Game Experience 🎬
Project Overview
ABOUT THE PROJECT:
OFFICEWORKER is a deeply atmospheric, first-person psychological horror game with analog horror aesthetics and layered, surreal storytelling. The game follows the unhinged, eerie narrative of a seemingly normal corporate office where reality folds in on itself. Beneath its fluorescent lights lies violence, obsession, and forgotten entities disguised as coworkers. You’re not here to escape. You’re here to uncover.
Players interact with haunting environments, uncover stories through documents, encounters, and sound-based tension, and navigate terrifying sequences—some slow and creeping, others frantic and brutal (looking at you, Ning Ning's chase scene 😰 and our unhinged senator).
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👁️🗨️ CREATOR STATEMENT – ZORAX:
"Hi, I’m Zorax. I'm a multidisciplinary creator who loves mixing art, analog horror, unsettling storytelling, and twisted character studies. You may know me from 'DREADWATCH: the musical' This time, I’m stepping also into game development and crafting a new experience where every detail matters to balance it out! Every character is alive. And every corner hides a lie."
If you're passionate about psychological horror, eerie narratives, and building something haunting yet meaningful...
join me.
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🔧 OPEN POSITIONS (Remote-Friendly):
🎨 3D Character & Environment Artists
Stylized realism meets analog-inspired decay. Characters need to be expressive and uncanny. Environments are liminal, corporate hellscapes.
👤 Character Riggers & Animators
Help us breathe unsettling life into our cast, including moments like Eilan’s quiet encounters and Ning Ning's terrifying chase.
📜 Narrative & Dialogue Writers
Work closely with Zorax on scripts, documents, and in-game conversations. Psychological depth, metaphor, and unease required.
🎧 Sound Designers / Composers
Silence is deadly. We want ASMR-like tension, analog buzz, and explosive moments. Chase scenes should be anxiety-inducing.
🛠️ Unity Programmers (C#)
We’re building in Unity with first-person mechanics. Needs experience in horror systems—sanity, lighting, pathfinding, and custom UI.
🎮 Gameplay Designer / Systems Designer
Help design stealth mechanics, event triggers, AI behaviors (like Bryan’s manipulation segments or Alaeric’s memory loops).
📹 Video Editor / Trailer Specialist
Create devlogs, teasers, and chilling promotional content alongside the team.
🌒 THE CHARACTERS YOU’LL BE HELPING BRING TO LIFE (for VAs!):
Bryan Kovett – A charming senator who isn’t what he seems. Beneath that perfect smile lies something disturbing.
Ning Ning – A ghostlike hitman with a predator's grace. If players dig too deep… he'll know.
Eilan Darevelle – An unknown entity within the office. Beautiful, empty, and terrifying when he notices you.
Alaeric – Bryan’s older brother. Mysterious, melancholy, and possibly your only friend—unless you remember something you shouldn't.
Erikia Mavis - protagonist. Our first-person that we are playing. Young man who knows nothing about the chaos.
🕯️ TO APPLY
Send your portfolio, résumé, or a casual intro to: [redacted]
Include:
What role you're applying for
Examples of your work
A short note on why you're interested in OFFICEWORKER!
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This is an indie unpaid project. (For now) Revenue sharing and/or crowdfunding may be involved. The dream is to bring a tight-knit, passionate horror team together.
All communication will be on Discord.
👀
Let’s build something no one forgets.
Let’s make them afraid to go back to work.
So...
JOIN ME!
Send your demo reels, portfolios, and a short blurb on why you want to suffer with us in the office.
This is an indie project with BIG passion.
💼 Welcome to OFFICEWORKERS.
You're hired. For now.
— Zorax
Director, Writer, Emotional Damage Specialist 💼🔪
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Bryan Kovett (Main Antagonist)
Voice Type: Smooth, charismatic, mid-to-low range; dual-tone (charming but subtly unnerving)
Age Range: 25–35
Accent: American or ambiguous posh
Description:
A charming senator with rose-colored hair and a golden public image. Underneath, he's manipulative, cold, and sees people as disposable toys. He performs perfection, but his true voice bleeds through when he's cornered.
Voice Notes:
Think: a wolf in a velvet suit.
Practice a switch between fake-polished PR speech → to vulnerable sadism.
- all american accents
- adult
- animation/character
- male adult
- male young adult
“You look tense. Overwhelmed, even. Let me help relieve some of that... pressure.” (smiling tone that chills you to the bone)
Voice Type: Calm, deep, slightly raspy; reserved but volatile
Age Range: 28–40
Accent: Chinese preferred (or Asian-neutral/American accent); stoic but intense
Description:
A renowned Chinese hitman and Bryan’s most dangerous “partner.” Elegant in his lethality, he rarely speaks—but when he does, it’s precise and terrifying. Has a chase scene so anxiety-inducing, you’ll hear his voice before you see him.
Voice Notes:
Low-talking, detached but intimidating.
For chase lines: Quiet, almost whispering, then snap into violence.
- english (american)
- male young adult
- animation/character
- male adult
- all english accents
“You should’ve left when the lights flickered... Now I’m curious.” (dead calm, but something in his breath warns of what’s coming)
Voice Type: Neutral, slightly androgynous, whispery; ambiguous age
Age Range: 20–50
Accent: Up to interpretation
Description:
Eilan is a strange, unknowable entity in the office. They haunt forgotten spaces like flickering screens or empty stairwells. Eilan doesn’t chase. They watch.
Voice Notes:
Ethereal, almost not human.
Whispers that layer over audio—think liminal dread.
- male young adult
- animation/character
- male adult
- all english accents
“You blinked… why did you blink?” (a quiet giggle)
- male adult
- all english accents
- animation/character
- all american accents
- male young adult
*Say something you think would fit*
Voice Tone: mid tone, Bright, sincere, conversational—someone who genuinely cares. But as the story progresses, we want to hear the subtle crack, the anxiety in his breath, the betrayal in his laughter, and the bitterness behind a smile.
Character: Erikia is the hopeful new employee at Kovett Corp, full of energy and sunshine. He’s hardworking, friendly, and eager to please… until the office begins to consume him. His journey is one of slow-burn psychological unraveling.
- all english accents
- all american accents
- male young adult
- animation/character
- male adult
“Haha—oh, that’s a weird poster! …Did that corner just move?”
“Wait, where’s everyone going? Why’s the emergency light on?”
(Later in game) “They said I was chosen. They said I was special. Why do I feel like I’m being buried alive?”
GENDERLESS OR SLIGHTLY ANDROGYNOUS
Voice Tone: Cheerfully robotic, yet always watching. Think GLaDOS (Portal) meets a cult recruiter with a corporate script.
Character: The inhuman HR system speaks through cheerful announcements and emotionally detached office memos—sometimes helpful, sometimes horrifyingly off-script.
- animation/character
- androgynous
- all american accents
- all english accents
“Good morning, valued asset! 😊 Don’t forget to log your daily compliance rating before lunch~”
“Reminder: Screaming in the break room is strictly prohibited. Please report violators to your Floor Manager.”
(glitched version) “Erikia... Employee ID 87013. Emotional deviation: detected. Intervention: pending.”
Voice Tone: Realistic, human, and increasingly unstable. These are not caricatures—they’re victims of corporate dread trying to survive another shift.
Casting Needs: At least 4–6 unique voices. A mix of young, old, sarcastic, timid, tired, and emotionally wrecked.
“Psst—hey. You didn’t sign the hallway clearance form, did you? No? Good. Don’t.”
“I saw Bryan walk past the server room last night. He was humming. Humming, Erikia. While blood dripped from his ID tag.”
“They told us if we smile more, the system won’t ‘detect disappointment.’ I haven’t blinked in hours.”
You’ll:
Build and maintain core first-person gameplay mechanics (stealth, interaction, inspection system, sanity effects).
Implement AI logic for horror entities (Ning Ning’s dynamic stalking, Eilan’s erratic events).
Handle object pooling, lighting systems, player inventory, and triggers.
Develop custom UI components reflecting psychological status (glitches, analog-style distortions).
Must Have:
2+ years Unity (C#) experience
Knowledge of NavMesh, Timeline, and Unity’s new Input System
Strong grasp of horror pacing and tension design
Bonus: Shader knowledge for analog visual effects
*pleased send your portfolio, experiences or profiles through [redacted]*
- english
*Say something you think would fit*
You’ll:
Develop shaders and post-processing effects for analog distortion, tape glitches, and sanity erosion
Support animation and lighting pipelines
Collaborate with artists to ensure visuals match tone (think fearful liminal decay)
Must Have:
ShaderGraph / HLSL experience
Unity VFX Graph skills
Comfort creating unsettling, VHS horror aesthetics.
*pleased send your portfolio, experiences or profiles through [redacted]*
- english
*Say something you think would fit*
You’ll:
Design fear-based mechanics (e.g. "Paranoia Gauge", chase system, trust system)
Create psychological interaction flowcharts for Bryan’s manipulations, Alaeric’s memory loops
Balance stealth mechanics, decision points, and narrative pacing
Must Have:
Experience with horror, immersive sims, or narrative-heavy games
Able to prototype ideas visually or in-engine
Strong design documentation and systems thinking
*pleased send your portfolio, experiences or profiles through [redacted]*
- english
*Say something you think would fit*
You’ll:
Design ambient soundscapes — fluorescent buzz, footsteps, broken intercom static
Create anxiety-laden chase SFX (especially Ning Ning’s brutal sprint)
Layer subtle ASMR-like office sounds with horror tension
Must Have:
Experience with binaural sound or immersive audio design
Able to balance quiet terror with shocking bursts
Portfolio demonstrating atmosphere mastery
*pleased send your portfolio, experiences or profiles through [redacted] or examples in this role here.*
*Say something you think would fit*
You’ll:
Compose themes for each character’s arc (Erikia’s descent, Bryan’s manipulations)
Score dynamic music that reacts to sanity systems, chase segments
Blend analog horror vibes with industrial ambience
Must Have:
Strong emotional and tonal storytelling through music
Horror or thriller soundtrack experience
Ability to work with Wwise, FMOD, or middleware integration is a plus
*pleased send your portfolio, experiences or profiles through [redacted]*
*or audio samples in this role here.*
- english
*Say something you think would fit*
You’ll:
Design expressive characters with uncanny detail (subtle facial animations are key)
Model stylized realism in a way that’s both grounded and disturbing
Work from concepts to final models, including variations for sanity or reality-bending phases
Must Have:
Knowledge of stylized yet realistic pipelines (ZBrush, Blender, Substance)
Familiarity with face rigging and blend shapes
Bonus: Worked on horror or emotionally expressive games
*pleased send your portfolio, experiences or profiles through [redacted]*
- english
*Say something you think would fit*
You’ll:
Craft liminal, hellish corporate environments (empty cubicles, red-lit meeting rooms, corrupted elevators)
Emphasize isolation, symmetry, and subtle distortion
Work with level designers to populate believable, haunting scenes
Must Have:
Experience with modular design and lighting optimization
Horror environment portfolio preferred
*pleased send your portfolio, experiences or profiles through [redacted]*
*Say something you think would fit*
- english
*Say something you think would fit*
*Say something you think would fit*
*Say something you think would fit*
*Say something you think would fit*
*Say something you think would fit*
*Say something you think would fit*
*Say something you think would fit*
Cultural Consultant (Regional or Thematic Focus)
Role Summary:
Our world isn’t a monolith. Whether you specialize in East Asian corporate culture, Western capitalist symbolism, or post-Soviet liminal design—we want your lens. You’ll help ensure that visual cues, character backgrounds, language, and workplace rituals feel grounded and meaningful, not generic.
What You’ll Do:
Offer insight into the cultural background of characters and environments—especially in reference to setting, naming conventions, work hierarchy, rituals, or mythology.
Review dialogue, scenes, or symbolism for cultural respect, nuance, and clarity.
Help develop culturally accurate artifacts, environments, clothing, or behavior based on narrative direction (e.g. Ning Ning’s backstory or Eilan’s identity).
Make sure analog horror elements and retro tech are designed in ways that match the region or inspiration (e.g., early 2000s office tech in Southeast Asia vs the U.S.).
Advise on multilingual representation if applicable—what languages are used, and why?
Ideal Qualities:
Deep familiarity with a specific culture, language, or aesthetic influence represented in the game.
Passion for horror media and interest in subtle world-building.
Willingness to collaborate with artists, writers, and designers to keep things authentic and eerie.
Ability to spot both missed opportunities and potential missteps.
- english
*Say something you think would fit*
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