Music Game · Lead Artist · Harmonix
A highly customizable, festival-driven music game that reimagined DJ performance as a playable, expressive system. FUSER allowed players to freely mix licensed music stems in real time while performing on large-scale virtual stages inspired by modern EDM and global music festivals.
Built as a fully digital evolution of ideas first explored in DropMix, the game guided players from learning foundational mixing tools through to performing full, expressive DJ sets, blending authored content with player-driven creativity at every level.
FUSER represented one of Harmonix's biggest leaps toward music as a systemic, player-authored experience rather than a scripted rhythm game. It proved that:
Many of the ideas explored here, creative tooling disguised as play, expressive performance spaces, and scalable customization, would later become foundational to my work on live, real-time music platforms and virtual concerts.
Early in development, I personally developed and pitched the festival-based thematic vision for FUSER to establish clarity, alignment, and momentum across the team and with publishing partners.
Drawing inspiration from large-scale EDM events and Tomorrowland-style festival experiences, this vision was captured through lookbooks, visual style guides, and thematic decks that helped secure early buy-in and gave the project a shared creative north star.
The festival framing was not cosmetic. It directly shaped:
By anchoring the project around a clear cultural reference point, the team could confidently build flexible systems without losing cohesion.
Key areas included:
Stage and performance customization systems
Iconic stages and player ownership
Festival-driven UX and UI
Scalable, cross-platform performance
Advanced customization systems that worked consistently across multiple platforms while staying within performance constraints
Systems Over Scenes
Rather than treating each performance as a bespoke moment, FUSER was built around modular, combinatorial systems. Stages, lighting, visuals, and music tools were designed to scale with player mastery.
This approach allowed the experience to support a wide range of player expression while remaining technically sustainable and visually cohesive.
Early visual development and concept exploration for Fuser. View the lookbook:
View Early LookbookVisual development and branding guidelines for Fuser. View the full style guide presentation:
View Style GuideRole
Lead Art Director
Studio
Harmonix
Publisher
NCSoft