Dorian Kavadlo

Developer with a passion for games, music, and clean design.

Face the Music

Designer · Programmer · Composer · Artist · Built in Unity with FMOD

Face the Music Main Screenshot

Overview

Face the Music is a rhythm-based action game developed as the capstone project for my B.A. in Game Design. I led the project’s design and programming, composed the full original soundtrack, and illustrated all of the game’s art. Built in Unity with FMOD integration, the game synchronizes beat-driven combat mechanics to an 8-bit score.

The evil sorcerer Latido has seized the legendary Baton of Bewitchment, using its dark powers to control an army of music-based minions! As the courageous knight Sir Doremi, you must battle through waves of rhythm-powered enemies and put an end to Latido’s reign.

Gameplay

  • Engage in fast-paced, rhythm-based combat where every action must be timed to the beat of the music.
  • Use the arrow keys to switch lanes and align yourself with incoming enemies.
  • Press Z to block pink enemies in time with the rhythm.
  • Press X to slash through blue enemies on the beat.
  • Strike precisely on the blue marker to deal maximum damage!
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Design Highlights

Face the Music was designed with a focus on responsive, music-driven gameplay. Using FMOD, I implemented beat-perfect synchronization between audio and mechanics, ensuring that all player actions and enemy spawns align with the rhythm. Notes are spawned based on a custom timing file, parsed at runtime and matched to the soundtrack using Unity’s timing system.

The scoring system rewards precision by distinguishing between “Miss,” “Good,” and “Perfect” hits based on the player’s timing and positioning. Players can switch lanes to intercept enemies and use two inputs: one to block and one to strike. This encourages fast, reactive, and skill-based gameplay. Each enemy type is tied to a specific action, reinforcing pattern recognition and rhythm mastery.

Enemy types and lane positions are randomized with each run, making every attempt feel different, even on the same level. This keeps the experience fresh and pushes players to refine their skill instead of relying on memorization.

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