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New Rock Band (Holy Rock)

Unity Development & System-Driven Game Design

Hybrid Physical–Digital Collaborative Rhythm Game

UnityC#ArduinoSystem DesignUI

Overview

Holy Rock is a collaborative music experience that transforms ordinary rocks into interactive "rock" instruments.

The project supports two interaction modes:

  • Physical Mode — Real rocks combined with Arduino-based sensor input (touch, tap, tilt, etc.)
  • Digital Mode — Keyboard input with a click-based progression system (for web version and quick access)

Core Loop

Instrument Interaction → Coin Generation → Level Upgrade → Global Visual & Audio Evolution → End Performance

Gameplay Walkthrough

This short walkthrough shows how the digital version flows from input and coin generation into stage upgrades and the final collaborative performance.

My Role

In this team project, I was responsible for:

  • Unity core system architecture (C#)
  • Gameplay loop design and implementation
  • Progression structure and balancing
  • UI design and implementation (feedback, guidance, state synchronization)
  • Global Visual Level Controller
  • Dynamic Coin Multiplier system

Physical Mode (Installation)

Players use real rocks as controllers. Sensor data from Arduino devices is mapped into Unity to trigger instrument responses.

This mode emphasizes material-based interaction — the size, weight, and touchpoints of each rock influence physical rhythm and performance strategy.

Digital Mode (Web / Keyboard)

To make the experience accessible online, the core progression system was abstracted into a keyboard-based click interaction.

This version preserves the collaborative growth structure and stage evolution while adapting interaction to a digital environment.

Holy Rock physical instrument setup with real rocks as controllers

Instrument Upgrade System

Each instrument functions as a modular component with three progression levels: Bronze → Silver → Gold.

Each module contains:

  • currentLevel
  • upgradeCosts
  • coinValue (increases after upgrade)
  • levelModels (visual upgrades)
  • levelIcons (UI updates)
  • levelAudio / sound variations (timbre changes after upgrade)

Upgrade Logic

Player performance generates coins → System checks upgrade conditions → Coins are deducted → Model, icon, and audio are updated → Global Manager refreshes the stage state.

When all instruments reach the required threshold, the system advances to the next global stage. Both visual and audio elements evolve simultaneously, leading toward the final performance.

Dynamic Coin Multiplier System

I designed and implemented a Dynamic Coin Multiplier to regulate pacing and reinforce progression feedback.

Coin income is determined by:

  • Each instrument's current level (base value)
  • Overall instrument progression (global multiplier: x1 → x2 → x3)
  • Special state: Fire Mode (temporary double reward)

When all instruments reach a designated level, the system increases the global multiplier. Economy, visuals, and audio progression remain synchronized.

Holy Rock gameplay screenshot 1

UI & Feedback Design

The UI system serves two main purposes: guidance and feedback. It provides:

  • Real-time coin display
  • Clear upgrade requirements
  • Dynamic icon updates reflecting instrument levels
  • Visual cues for stage transitions
  • Upgrade lock during the final performance stage

The goal was to ensure that players always understand the current system state and progression milestones.

Our Team

Holy Rock team icon
Team Size: 5
Time: 5/2025
Game Developing: @Manrui (Unity) · @Reflective_Spoon (Art) · @fr13ddd (Sound)
Physical Computing: @cara_kwon · @mansibana