After the demo level the first thing I would do is the ending. Because it is a game of irony, I have to give a clear ending to state a point with players. The ending also have a clear view even before the development. The ending have a clear point that Karma will come. For those who judged people and took them as simply numbers will be judged and rated as well. When the rating person is about to be rated and discarded, that would be the reward and irony for utilitarian supporters.
Yeah for me, I cannot stand taking people as numbers and ignore their human rights. Once I thought it could learn to a new Nazi it would scare me like hell. So I put player all the way through the horrible rating to witness the end – main character was killed in the same way he kill others subjects with lower total score.
So let’s talk about the endscene. I build up a city view to demonstrate that player have finished all the test and head back home. The core part is to distract players’ attention, making them forget about the test and then surprise them. So the view start with a simple one – player walking on the street with cars drive by.

And later he will find the familiar road he came from was blocked. So he have to go another way.

Then the view changed with a strange view: like the road in the tests but another view. And traffic lights are broken to build up the tension. Then the camera zoom in with the out-of-control car and music changed.

Finally the familiar view with familiar information display. Player would know that our main character himself, is under rating by unknown power right now. 0 score shows him doom day. Crash. The end.

And the tricky part is how to let player know that the car is hitting him as well as players in front of the screen. So I have to prepare an intro level to collect their personal information. So the end scene will be more powerful that it shows their personal information in the end.

I used a Auto-Driving Simulation System Test Contract as a way to collect their name and age, for usage in endscene.
Technically, I use Unity timeline as a tool to design and build intro and end scenes. It is a professional tool for cutscenes in games. Clear timeline panel will show development when and where will happen what. Very useful tool.
After the cutscenes, I have to add a tutorial level to further introduce the system and build up the game world. The key is to tell players how to use it and what score should they rate for each subject.

Here I used Tutorial Master 2 in Unity Asset Store, also a very useful tool to show popups and arrows illustrating every function. Also I added some code on my scripts to make sure the system works smoothly with my own.