THE REMAINDERS
The aim of this project was to create a choice-based game that introduced being able to be both immoral and moral to the characters. It was a test of my Narrative Design skills and focused around creating realistic and dynamic characters with dialogue!
The video above shows only a certain playthrough (as it is a choice-based game) so be wary that there are options unseen.
A large part of the process was the Narrative Design. Not only did I have to iterate on Character Profiles, but also curate multiple dialogue trees. These were colour coded per character. Click here to see the MIRO BOARD!
I also did pre-production documentation, like Gantt Charts, MoSCoW & Asset lists to assist in the development. This fit alongside some research into my key topics, like GAME FEEL, MORALITY & IMMERSION.
PROJECT BRIEF
DESIGN
A key part of this development cycle was User Testing. It followed correct ethics protocol and around 24~ playtests were conducted.
The questions focused heavily on qualitative data, as a narrative project, a lot of the question focused on the feelings and opinions of the players.
It ranged from the dialogue itself, gameplay features, improving the game feel / polish or even adding additional narrative features. This helped me develop my iterative design skills and communicate with testers, as well as act on feedback.
USER TESTING
A CHOICE-BASED GAME
Below is a written-up document of the first day of dialogue.
Video Here.
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Voice Acting was something integral to the project to sell the immersion and help the player connect with the characters.
This process followed me creating a script with notes about emotions being portrayed, finding voice-actors and guiding them in the booth to ensure I got my desired result. After this, editing and refining the audio to fit perfectly. Click here to see the SCRIPT sent to the voice-actors.
VOICE ACTING

NO ASSETS ARE MINE.
