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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
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NO ASSETS ARE MINE.

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