A turn-based rhythm game made in Unity, combining battle mechanics,
MIDI-driven note spawning, rhythm performance, UI systems, and a
music-themed narrative.
Collaborative Unity game project with playable builds, trailer, and full playthrough documentation.
Build TypeCollaborative
Team game project developed across programming, art, sound, story, and design roles.
EngineUnity
Built with C# systems for rhythm gameplay, battle logic, UI, and scene flow.
Harmonia Trailer
Project Overview
Concept: 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.
Team: A collaborative project made by Kevin Lewis, Adam Carter, Jalen Pastor, Ben Ryu, Max Jacobson, Chuanyu Xiao, Allison Pham, and Maxwell Mollison.
My Role: My main roles were programming, rhythm system development, battle system development, UI design, prototype creation, weekly branch integration, and trailer creation.
What I Worked On
Development workMy contributions across systems, gameplay, and production.
Area
Details
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
What workedWins across programming, audio, art, and narrative.
Area
Details
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
Progression Over Production
Hardships
Production challengesWhat was hard, grouped the same way as the wins above.
Area
Details
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