C:\Users\Kevin\Projects\Harmonia>
Harmonia
A turn-based rhythm game made in Unity, combining battle mechanics, MIDI-driven note spawning, rhythm performance, UI systems, and a music-themed narrative.
./project_summary
Project Overview
Harmonia is a turn-based rhythm game where rhythm performance connects directly into combat and progression. The game combines timing-based note interactions with RPG-style battle flow.
A collaborative project made by Kevin Lewis, Adam Carter, Jalen Pastor, Ben Ryu, Max Jacobson, Chuanyu Xiao, Allison Pham, and Maxwell Mollison.
My main roles were programming, rhythm system development, battle system development, UI design, prototype creation, weekly branch integration, and trailer creation.
./my_work
What I Worked On
Prototype + Pitch
- Created the initial prototype before production
- Pitched the project idea to the team
- Helped establish the core rhythm-combat concept
- Set the foundation for the project’s main gameplay direction
Rhythm System
- Worked on timing and spawning notes from MIDI-based data
- Helped connect generated beat maps to playable rhythm sections
- Supported scalable difficulty through note spawning logic
- Helped tune rhythm gameplay readability and timing
Battle System
- Created the turn system
- Worked on battle flow and gameplay state logic
- Playtested and adjusted damage, health, and performance bonuses
- Helped make the core game loop fully operational
UI + Production
- Helped create and implement UI within the game
- Compiled group member work from separate branches into one branch each week
- Helped manage Unity/GitHub integration challenges
- Created the trailer for the game
./successes
Successes
Programming
- Auto-generated beat maps created a strong foundation for future user-uploaded music
- Beat maps could be read and used to spawn notes
- The final project was scalable and organized around good programming practices
- The main game loop was fully operational and polished
Sound
- The team learned about copyright and public domain music
- MIDI files were read into usable note data
- Sound and SFX helped make scenes feel more lively
Art
- Major assets were produced and implemented despite having a limited art team
- Animations were included early in production
- The team created interesting character and set piece designs
Story + Design
- The game stayed thematically consistent and readable
- Text responses were created based on rhythm performance
- The project included a character with a distinct personality
./full_playthrough
Full Playthrough
./production_progression
Progression Over Production
./hardships
Hardships
Programming
- Auto-generated beat maps took a large amount of time early in development
- GitHub and Unity made shared scene/script work difficult without overriding files
- Communication became harder as production continued
- Some team members were still learning Unity, which added development time
Sound
- Choosing usable music took longer than expected
- Editing MIDI files was difficult because some audio programs limited editing options
- Song and gameplay synchronization was a recurring issue
Art
- The art workload created pressure because assets were needed for visible progress
- Burnout became an issue near the middle and end of the quarter
- There was limited time to experiment with alternate concepts
Story + Design
- The original scope was too large, shrinking from multiple levels and characters to one main level and character
- Writing dialogue with a Mozart-like grammar style was challenging
- The team had to shape a narrative that fit naturally around the gameplay
./tech_stack