Take control of a ball of rats rolling through the streets of Pestis. along the way you will have the opportunity to spare or run into people, market stalls and other obstacles in your path. Throughout the story, a bard will react to the players actions, either seeming horrified by their bad actions, or relieved by their good actions.
Platform: PC
Date: September 2025
Role: Narrative Designer
Team size: 8
Moratity was a game made for my college capstone. It is the combination of two of our previous ideas, which we merged in order to play to the strengths of every member of the team. The games key features are the ability to destroy obstacles and the branching narrative that evolves based on how the player behaves.
By main task for this game was planning out, writing, and recording the dialogue for the game's narrator. First I decided made a character profile of how the narrator should act when faced with certain situations. Overall they are very dramatic and often speak in alliteration. THey are a morally good being who favors good decisions and reacts strongly to bad onces. If the player makes too many good decisions, however, they get bored due to the lack of suspense the story has and begins advocating for bad decisions.
After determining the narrator's personality, me and another designer drafted some ideas for choices the player could make. We wanted to make sure the game would not just be a set of scenarios with one good choice and one bad choice. We decided that the game would overtime feature some paths with three choices and/or more morally gray decisions.
Once everything was decided, I was able to write the dialogue. To make it easier for others to know where the dialogue was meant to be played in game, I labeled each line based on the context. Using the sound studio provided by my college, the sound designer on my team was able to record me saying the dialogue and implement it in game.
In terms of the games endings, we initially settled on the good, bad, and neutral. Once we started building out the game's level design, we decided to add dialogue for when the player managed to maneuver around the choice based obstacles. It was a way for the player to further make moral decisions while adding a bit more humor to the game.