Screenshot (Dark Zone)

Musity is a mobile 2D side-scrolling RPG game with a combat system of rhythm game. The game happens in a city called Musity. All the residents are transformed from instruments. The player needs to explore the city, battle with enemies and uncover the story.

As the Game Designer I was responsible for three parts, including:

    - Designing the combat system.

    - Designing the level of the game.

    - Creating the storyline and dialogue of the first scene for the game.

Combat System Design

The combat system is a modified version of rhythm game. It needs to have the gameplay of a typical rhythm game. At the same time, it needs to contribute to the narrative. To be more detailed, it should show different personalities of the enemies and friends.


So I designed two extra parts in the combat system. The first is aiding system. In each combat, the player can choose one partner to help him. The partner can buff the player after a certain amount of time. The second part is a small dialogue system in the combat system. The player can see different dialogues according to his performance. The short dialogues can show different characteristics of different enemies.

Here's what I did:

    - Designed and documented the gameplay of the rhythm game.

    - Designed and documented the aiding system in the combat.

        - Designed each character's buff ability, such as increasing the tolerance of operation, simpifying the                 nodes, etc..

    - Designed and documented the dialogue system in the combat.

    - Worked with artists to determine the UI of the combat system.


Level Design

Musity is a mobile game, so usability is our first consideration. Swiping and touching are the fundamental gestures we want to introduce to the player. So we used side-scrolling layout to achieve that. There are connecting points between different areas, so the player can click and move to the next area.

According to the script, we need three areas in the level. The first is Countryside, which introduces the story. Next is Center City. It is the place where the classical instruments live, it is the place where the main story is about. The final area is Dark Zone, the domain of the electrical music instruments. The player needs to fight with the final boss here.

I first designed a complex layout of the map, in which every area have two to three connections with each other. But it turned out too difficult for the artists to finish that together. We had many artists, so I needed to make them easy to corporate with each other to deliver a complete level. I redesigned the level. This time, I divided the level into multiple frames. Each frame was a 1920 * 1080 picture, and the artists could now be assigned by frames and they needed only to work with nearby artists. Also, I simplifid the map, make it more linear, so the corporation would be easier. Also, I communited with the writer to alter the storyline a little bit, so the player needs to go back to continue the story, making the resources more reusable.

Here's what I did:

    - Designed and documented the level of the game.

    - Worked with artists to deliver the assets.

    - Worked with writers to adjust the level and the storyline so they combine more tightly.

Creating Storyline

I also worked with writers to create the basic storyline of the game, and I was responsible for the actual dialogues of the first area.

Tetsuya Aoki

Lijie Huang

Hao Sun

Qiuhua Chen

Creative Director

Lead Artist

Lead Programmer