Serious Game · Client Work

Space Odyssey

Narrative game for the Chicago Refugee Coalition.

Role Narrative Designer · UI/UX Designer · Researcher
Platform Twine → Ren'Py (in development)
Collaboration CRC, Prof. Richard, DePaul University
Timeline 6 months
Audience Ages 14+
Empathy Design Client Collaboration Narrative UX Social Impact

Overview

A narrative-driven serious game created with the Chicago Refugee Coalition to build empathy around forced migration. The game is a sci-fi narrative experience designed to be emotionally grounded — accessible, respectful, and educational — playable in 15 minutes.

Design Goal

Design an emotionally grounded refugee story players can finish in 15 minutes — accessible, respectful, and educational.

My Contributions

  • Mapped full narrative branching logic using flowcharts
  • Designed UI wireframes and mockups
  • Codex screens (faction lore, character bios, political updates)
  • Transitioned design documentation from Twine → Ren'Py
  • Collaborated on tone, pacing, and worldbuilding documents
  • Integrated UX principles to support readability, flow, and emotional clarity
  • Conducted internal playtests with peers to refine logic + layout

The Challenge

Create a branching narrative system where player choices feel meaningful, character voice remains consistent across divergent paths, and moral complexity drives emotional engagement without relying on binary good/evil mechanics.

Initial playtesting revealed critical issues:

Research & Approach

I grounded the narrative redesign in the Narrative Taxonomy of Choices, focusing on creating moral tension even when choices were structurally constrained. The goal was to make "fake" choices feel emotionally real by embedding them in character relationships and worldbuilding consequences.

Key Design Principle: Illusion of agency matters as much as actual branching. If players believe their choices reflect their values, the narrative succeeds — even if paths converge later.

Narrative Iteration Process

First Iteration

Second Iteration

Third Iteration

Character Design & Voice

I developed three main characters with distinct voices, backstories, and emotional arcs:

Zaira Morvayne

Age 39 · Doctor · Herbalist. Intellectual, sharp, emotionally guarded. Witty and prone to pessimism. The family's anchor — stubborn, brilliant, disorganized.

Sorin Morvayne

Age 44 · Skymarshal. Direct, commanding, duty-driven. Carries the weight of every soldier he's lost. Buries his soft heart under armor and discipline.

Orius Morvayne

Age 17. Uses humor to deflect pain, seeks his father's approval but never gets it. Soft heart hidden under sarcasm — the emotional core of the story.

Narrative Structure

I designed a three-chapter branching system:

Playtesting & Results

After Iteration 2

  • Playtesters immediately identified weak points in narrative illusion
  • Feedback shaped the decision to introduce sub-narratives rather than purely linear branching

After Iteration 3

  • Players reported stronger emotional investment in character relationships
  • Moral tension made choices feel consequential even when mechanical outcomes were limited

Key Learnings

Reflection

What I'd do differently: get the game in front of actual target players, not just peers. Internal playtests with peers were fast and useful for catching flat, unimpactful narrative choices early, but peers already understand games and narrative framing the way I do. The audience this is meant for — 14+ players with varying familiarity with refugee narratives — might react to the same choices completely differently, and I won't know that until the Ren'Py build is far enough along to test with them directly.

In Progress

Active Development
  • Ren'Py build: Coding in dialogue logic and conditional events
  • Trust system: Visualizing bias shifts per interaction
  • Finalizing UI styles (color palette, typography, hover states, sound cues)

Impact

This project pushes the boundaries of what serious narrative games can do when grounded in real-world parallels. While still in development, the systems and worldbuilding work already model how to blend gameplay, UI, and sociopolitical storytelling into a cohesive experience.