HarmonyAI

A video game engine built for everyday people

Everyone has a game in them. Harmony is how it gets out.

Describe the game you want out loud, type it, or build it by hand on a full editor — the same project, three ways in. MIA, your studio partner, turns what you say into scenes, characters, sound, and a shippable build. No engine jargon required.

Voice mode

Speak it

Talk to MIA the way you'd talk to a friend who happens to know how to make games. Hands‑free, conversational, good for the couch and the whiteboard.

Prompt mode

Prompt it

Type instructions and get results you can see. Precise, repeatable, easy to share — write a line, watch the scene change.

Classical mode

Build it by hand

A real editor underneath it all — scene tree, viewport, inspector, logic graphs. Nothing MIA does is hidden from you.

Movement I  ·  The idea

Game engines are built for engineers. The people with the best ideas usually aren't.

A parent with a bedtime story worth playing. A teacher who wants an interactive lesson. Someone who's been describing the same game to friends for ten years. The tools exist, but the on‑ramp is a cliff. Harmony replaces the cliff with a conversation.

Who it's for

Idea people

Hobbyists, educators, tabletop designers, streamers, kids and the adults helping them — anyone who can describe a game clearly but has never opened an IDE.

The wedge

Talk, don't configure

The first ten minutes decide everything. In Harmony they end with a playable prototype, not a tutorial about coordinate systems.

The promise

No ceiling

When you outgrow the conversation, the classical editor is right there — same project, nothing locked, no export‑to‑a‑real‑tool step.

“Harmony is the conductor's assistant — you hear the whole piece, MIA handles the instruments.”

Movement II  ·  Three ways in

One project. Voice, prompt, or the full editor — switch mid‑sentence.

Modes aren't skill tiers or separate apps. They're input methods over the same live project. Dictate a level on the couch, refine a value by typing, then open classical mode to nudge a collider by hand — all without losing your place.

Voice mode

Conversational

Wake word plus natural back‑and‑forth, like Siri or Alexa but scoped to your game. MIA reads results back, asks clarifying questions, and narrates what changed so you can keep your eyes on the screen — or off it.

  • Push‑to‑talk or hands‑free
  • Live transcript you can correct
  • “Undo that” / “show me options”

Prompt mode

Typed & precise

A command box with history and a visible plan before anything executes. Best when you know exactly what you want, want to repeat it, or want to hand the recipe to someone else.

  • Preview the plan, then approve
  • Re‑run and tweak past prompts
  • Prompts are saved with the project

Classical mode

The real editor

Scene hierarchy, 2D/3D viewport, inspector, asset browser, visual logic graphs, and an optional script view. Everything MIA generates lands here as normal, editable objects.

  • Direct manipulation & snapping
  • Node‑based logic, no code required
  • Full undo history shared with MIA

Movement III  ·  From idea to prototype

Design, create, refine — with a scene manager and asset manager holding it all together.

The notes call these Design mode, Game Creation mode and Prototype refinement. They're phases of one loop, not a wizard you finish once. The Scene Manager and Asset Manager are always open underneath, so nothing MIA makes ever goes missing.

Design mode — shape the concept

Talk through genre, mood, core loop, characters and win condition. MIA proposes a one‑page design doc and a matching starter template. Nothing is built yet; you're agreeing on the target.

Game creation mode — build the first playable

MIA assembles scenes, blocks out levels, wires the core mechanic, drops in placeholder art and sound, and hands you something you can play inside a minute or two.

Prototype refinement — make it good

Iterate on feel: tune jump height, swap the palette, add an enemy type, replace placeholder assets with generated or uploaded ones. Small asks, fast turnarounds, always playable.

Scene Manager — the map of your game

Every screen, level and menu as a board you can reorder, duplicate and link. Set the entry scene, define transitions, see which scenes share assets.

Asset Manager — one shelf for everything

Art, audio, models, fonts and templates in a searchable library. Tracks where each asset is used, its licence and origin (uploaded, generated, or from a template), and keeps versions.

Movement IV  ·  The suites

Three focused workspaces for the parts that deserve their own room.

Most work happens in the main modes. But design, sound and marketing each reward dedicated tools, so Harmony gives each one a suite — reachable by voice (“open the sound suite”) or from the editor.

Suite 01

Game Design

The tuning bench. Balance stats and economies, edit levels on a grid, manage the visual logic graphs, run playtest sessions with recorded input, and A/B two versions of a mechanic side by side.

  • Level & encounter editor
  • Balance tables with live preview
  • Playtest capture & heatmaps

Suite 02

Sound

Score, effects and voice in one mixer. Generate or import music, place adaptive layers that respond to gameplay, design SFX from prompts, add ducking and buses, and preview against live play.

  • Adaptive music layers
  • Prompt‑to‑SFX + sample library
  • Mixer, buses, ducking, mastering

Suite 03

Cinema

Trailers made easy. MIA cuts a first trailer from your actual gameplay, then you refine it on a simple timeline — beats, text cards, music sync, capture in‑engine at any resolution, export for every store.

  • Auto‑cut from real playthroughs
  • Beat‑matched music & titles
  • Store‑ready presets (PC, console, mobile, social)

Movement V  ·  Meet MIA

MIA is the layer between what you mean and what the engine does.

Like Siri, Alexa or Boardy — a named assistant you speak to plainly — but she lives inside your project and understands it. She holds the context of your whole game, plans multi‑step changes, and keeps every action reversible.

What MIA does

Understands the project

Reads your scenes, assets, mechanics and past decisions so “make the boss harder” means the right thing. Asks before guessing when a request is ambiguous.

  • Plans, then acts — shows the steps for anything non‑trivial and waits for a nod
  • Routes generation — sends art, audio, models, music and logic to the right specialist model
  • Narrates changes — a plain‑language changelog you can read or hear
  • Teaches gently — names the classical‑mode control it just used, so you learn the tool by using MIA

Where MIA stops

You stay the author

MIA proposes; you decide. Guardrails keep the assistant honest and the costs predictable.

  • Reversible by default — every action is a labelled entry in shared undo history
  • No silent spend — generation that costs credits is previewed and confirmed
  • Nothing hidden — every MIA edit is a real object you can open and change in classical mode
  • Provenance tracked — generated assets are tagged with model and prompt for licensing clarity
Harmony — Voice mode
YouMake it a night level. The player's a lantern, and the light runs out if you stand still.
MIAGot it. I'll darken the scene, swap the player sprite for a lantern with a light radius, and add a “fuel” value that drains while idle and refills while moving. Sound good?
YouYes. And a soft heartbeat when the fuel's low.
MIADone — 4 changes. Added an adaptive heartbeat layer at 25% fuel. Play it, or open the Sound suite to tune the threshold.
LISTENING…

Voice mode. Plain speech in, a confirmed plan and a spoken changelog out. The same exchange typed is prompt mode.

Movement VI  ·  Under the hood

A conventional game engine with an orchestration layer sitting on top.

The bet: don't reinvent the runtime. Build (or license) a solid ECS engine, then invest everything in the MIA layer that translates intent into engine operations, and in the pipeline that feeds it content.

Peoplethe three modes
Voice / wake word Prompt console Classical editor UI Suites: Design · Sound · Cinema
Harmony Appdesktop client (native / Electron‑class)
Mode router Scene Manager Asset Manager Inspector & logic graph editor Embedded preview player Undo/redo history
MIA Orchestrationthe differentiator
Speech‑to‑text / text‑to‑speech Intent parser Project context & memory Action planner → engine ops Generation routers (art · audio · 3D · music · logic) Safety, cost & provenance guardrails
Engine Runtimebuild or license — don't reinvent
ECS / scene graph 2D + 3D renderer Physics Input Audio mixer Visual‑logic VM + scripting
Content Pipeline
Asset import & transcode Prototype template library Generative model adapters Version store
Cloud Services
Accounts & auth Project storage & sync Collaboration Build farm Generation credits & billing Telemetry
Publish Targets
PC — Windows · macOS · Linux Console — via platform partners Mobile — iOS · Android Web build

Project on disk

my-game/
  game.harmony  # manifest: title, targets, entry scene
  scenes/
    title.scene   level-01.scene   win.scene
  assets/
    art/   audio/   models/   fonts/
  logic/
    player.flow  # visual graph
    spawn.script  # optional text
  mia/
    context.json  # what MIA knows
    history/  # prompts + actions, all undoable
  build/  # output per target

How one request flows

Capture

Voice → text, or typed prompt. Attached to the current scene & selection.

Plan

Intent parser + project context produce an ordered list of engine ops and generation jobs.

Confirm

Plan shown to you. Anything that spends credits or deletes work needs an explicit yes.

Apply

Ops run against the runtime; generated assets land in the Asset Manager; one grouped undo entry is written.

Report

Plain‑language changelog, spoken and written. Preview updates live.

Movement VII  ·  The interface

Schematic mockups — the shape of the tool, not the final pixels.

Two more surfaces beyond the voice exchange above: classical mode, where every generated object is directly editable, and the Cinema suite timeline.

Harmony — Classical mode · level-01.scene
Scene tree
▸ Environment
Tilemap
Lighting
▾ Player (Lantern)
LightRadius
FuelMeter
▸ Enemies
▸ UI
PLAYER · selected
Inspector — Player
Spritelantern_01
Light radius3.5 m
Move speed4.0
Fuel drain / idle1.2 /s
Fuel refill / move0.8 /s
Low‑fuel cueheartbeat @ 25%
Logic
player.flow6 nodes

Classical mode. The lantern MIA created in voice mode, opened as normal objects — sprite, light, and a fuel value wired in a visual graph. Change any of it directly.

Harmony — Cinema suite · launch trailer
Gameplay
intro run boss reveal final dash
Titles
logo “the light runs out” wishlist
Music
score — beat markers ▍ ▍ ▍ ▍ ▍ ▍
SFX
hit whoosh

Cinema suite. MIA's first cut from real playthroughs, on a four‑track timeline. Titles snap to music beats; export presets cover every store.

Movement VIII  ·  Publish, templates & accounts

Start from a template, save to your account, ship to any screen.

Prototype templates

Starting points

A curated set MIA picks from during Design mode: platformer, top‑down adventure, endless runner, puzzle‑match, visual novel, tower defense, first‑person walk‑and‑talk, card battler. Each is a working game, not an empty scene.

User logins

Accounts & projects

Email or social sign‑in, cloud‑saved projects with version history, device sync, and a generation‑credits balance. Family‑friendly defaults; a mode for classrooms with shared project libraries.

Ownership

Your game is yours

Export the full project at any time. Generated assets carry provenance tags. Clear terms on what you can sell and where.

TargetHow it shipsNotes
Windows / macOS / LinuxOne‑click signed build from the cloud build farmAvailable first — no third‑party approval needed
WebHosted playable linkGreat for playtests, jams and sharing
iOS / AndroidStore‑ready package + guided submission checklistNeeds the user's developer account; Harmony handles the build
ConsolesBuild pipeline via platform partnershipsRequires platform approval & certification — later phase, dev‑kit gated

Movement IX  ·  Build order

What ships first, and what waits.

The riskiest assumption is that MIA can reliably turn plain speech into good engine operations. Everything in the MVP exists to test that as fast as possible on one genre.

MVP — prove the loop

In scope

  • Prompt mode (typed) + classical editor
  • MIA planner over one template genre (2D platformer)
  • Scene Manager + Asset Manager
  • Placeholder art/audio generation
  • Accounts, cloud save, PC + Web export
  • Shared undo history

V1 — make it broad

  • Voice mode + spoken changelog
  • 3–4 more template genres
  • Sound suite
  • Higher‑quality asset generation + upload
  • Mobile export
  • Collaboration (shared projects)

Later — make it a platform

  • Cinema suite
  • Full Game Design suite (playtest capture, A/B)
  • 3D templates
  • Console pipeline via partners
  • Marketplace for community templates & assets
  • Classroom / education tier

Phase 0 · internal

Engine runtime chosen (build vs license). MIA planner prototype driving the editor for a handful of scripted commands on the platformer template. Goal: does the intent‑to‑ops translation feel magic or frustrating?

Phase 1 · closed alpha

MVP scope in the hands of ~50 non‑developers. Instrument everything: where MIA misunderstands, where people drop to classical mode, where they get stuck. Goal: a first‑session that reliably ends in a playable prototype.

Phase 2 · open beta

Voice mode, Sound suite, more genres, mobile export. Public sign‑ups, generation credits live. Goal: retention past week one and the first games published by strangers.

Phase 3 · 1.0

Cinema suite, collaboration, education tier, marketplace. Goal: a creator can go idea → prototype → trailer → PC/mobile release entirely inside Harmony.

Phase 4 · consoles

Platform partnerships and certification pipeline. Goal: one‑click console builds for eligible projects.

Coda  ·  Open questions

The honest list — what could sink this, and the current thinking.

Generation quality & consistency

AI art and audio that don't match each other break the illusion of a real game. Style drift across a project is worse than any single weak asset.

→ Per‑project style locks; a house art direction per template; regenerate‑to‑match rather than regenerate‑fresh.

The complexity cliff

“Everyday people” can hit a wall the moment they need real logic. If dropping to classical mode feels like being handed Unity, we've just moved the cliff.

→ MIA always names the control it used; visual logic only, no code required for the MVP genre; refinement asks stay small.

Cost per user

Voice transcription plus multi‑model generation on every iteration can cost more than users will pay.

→ Credits model with a generous free tier for placeholders; cache and reuse aggressively; cheap local models for planning, premium models only for final assets.

Console publishing is not ours to promise

Platform holders gate SDKs, certification and store access. “Publish to consoles” depends on partnerships that take years.

→ Positioned as a later phase; PC, web and mobile carry the value proposition on their own.

Build vs license the engine

Building a runtime is a multi‑year effort that isn't the differentiator. Licensing one constrains the product and the business model.

→ Evaluate an embeddable open‑source runtime for Phase 0; treat the engine as replaceable behind the MIA layer.

Voice UX ambiguity

Spoken instructions are vague (“make it pop more”). Misfires that silently change the game erode trust fast.

→ Plan‑then‑confirm for anything non‑trivial; tight, reversible steps; “undo that” always one phrase away.