[ROYALTY] 1962: Psychological Horror Game - Production Team Seeks Artists & Level Designer

Project Title: 1962

Description: Psychological survival horror set in 1960s Punkt Height City following WWII veteran Thomas Gustav confronting trauma through seven atmospheric environments. Think Silent Hill 2’s psychological depth meets The Evil Within’s tension.

Features:

  • Linear survival horror with Silent Hill 4-inspired hub structure
  • Strategic combat and environmental storytelling
  • No cutscenes - story revealed through gameplay and exploration
  • 3-5 hour narrative-driven experience
  • Platform: PC (Unreal Engine 5.6)

Gameplay:

https://vimeo.com/1155689656?fl=ip&fe=ec

Character models/Enemy concepts:



UX/ UI :


Level Design :


Team Structure:

Previous Work: Prototype build available: ArtStation - 1962 - Unreal Engine 5.2 Core Gameplay (2024) (original concept; rebuilt with improved design)

Talent Required:

3D Artist (1) - Creatures & Environment

  • Portfolio demonstrating creature design or environment art required
  • Experience with Unreal Engine workflow preferred
  • Expected to create assets for enemies, props, and environmental pieces
  • Must export to compatible formats for UE5

Level Designer (1) - Unreal Engine

  • Experience with UE5/UE4 level design required
  • Understanding of survival horror pacing and atmosphere
  • Expected to work on forest and monastery locations
  • Familiarity with blockout-to-final workflows

Current Progress:

  • Core gameplay systems implemented (inventory, combat, interaction)
  • Level blockouts in progress for forest and monastery
  • Character models and enemy concepts completed
  • UI/UX designs finalized in Figma
  • Original music demos completed
  • Complete technical documentation in Notion

Audio:

Documentation:

Compensation: Revenue sharing with documented profit-sharing agreements. Commercial project with Steam release planned (Vertical Slice target: Q2 2026).

Requirements:

  • Professional or serious hobbyist experience
  • Portfolio required for art roles
  • Long-term commitment - active production phase
  • Team collaboration via Discord with regular updates

Pipeline & Tools:

  • Azure DevOps for version control
  • Asana for task management
  • Notion knowledge base with 50+ page Game Bible
  • UE5.6 with C++ and Blueprint

Contact:

1 Like

Hi @juliocacko, 1962 looks like a cool Horror Game. I’m seeing a lot silent hill

I'm curious how the story can be revealed in gameplay without cutscenes?

Audio / Visual Dialog? Inspecting and viewing Items? Some of these methods can be immersion breaking (transitioning from 3D game to Text-based game). Quicktime events (interactive Cutscenes) and non-interactive Cutscenes keep it 3D, but they are the most challenging in my opinion and require a lot of work. I’m trying to pull it off without using a bunch of text.

Hi @TechLord , so thought a eviroment storytelling , similar to what is done Dark Souls, for some very important stuff we going to have some flashback sequence. Due the way the game organize and present any change on the everioment force the player to question what is happening, also every enemy is made to represent the protagonist failures and other very important stuff on the plot

some flashback sequence

I’m not familiar with Dark Souls, but I would presume these are pre-recorded videos. If these are made within the engine or other, these will be a form of cutscenes. But i need to see an example.

Hello! I’m a 3D artist focused on creatures and atmospheric environments with experience supporting survival horror tone and storytelling. I work comfortably with UE5 ready assets keeping performance scale and mood in mind. I enjoy long term collaboration and aligning closely with concept art and level design needs. Are you currently looking for support more on enemy/creature assets or environment props and set pieces for the forest and monastery areas?

DISCORD: bimplee

MY PAST WORK: ArtStation - Piper_xe

2 Likes

@juliocacko

Thanks for your insight on Dark Souls Narrative. I can visualize this working well in 1962 as Psychological Horror. I'm thinking your going to need a *Mirror Portals* System to transition between Memories and Reality...

Per Gemini, “Flashbacks” in Dark Souls are generally not traditional, cutscene-driven narrative devices, but rather environmental, lore-based, or mechanical interactions with the game’s broken, “stagnant” timeline.

  • Lore & Narrative (Environmental Storytelling): Because the world is in a state of ruin, flashbacks are rarely direct cutscenes. Instead, the story of the past is told through item descriptions, environmental design, and cryptic dialogue with NPCs.
  • Time Distortion (“Stagnant Time”): The lore explains that time in Lordran is “stagnant” rather than strictly linear, allowing different eras and timelines to intersect. This allows the player to interact with past events, such as when traveling to Oolacile in the Dark Souls 1 DLC, where they directly experience events from the past.
  • Memory-Delving (Specifically Dark Souls II): In Dark Souls II, flashbacks are more explicit, involving a “memory-delving” mechanic where the player enters the memories of dead giants or figures to witness or fight in past battles.
  • Symbolic/Emotional Impact: Many “flashbacks” are actually player experiences of “trauma”—intense, memorable boss fights or areas (like the Great Hollow or specific, challenging bosses) that players recall through the game’s challenging, often frustrating, gameplay loop.

In short, Dark Souls handles flashbacks through a mix of environmental lore-hunting, direct participation in fragmented time-periods, and the emotional, often painful memories of overcoming difficult challenges.


Hi @Lumix_01 this is a Sweet piece of Artwork I can easily visualize here.