Mason Mayhem is a cooperative 2D boss rush bullet hell with three levels featuring iconic faces and locations from the George Mason University campus. This was the product of a class of 30+ students at GMU, and was designed to be played on a 4-player arcade cabinet.
Designed and programmed all behavior systems for the 3 boss fights, including over 15 attack patterns and 3 high-spectacle phase transitions.
Created 4 highly customizable and portable hazard behaviors to produce over 20 unique environmental hazards and enemy attacks.
Communicated with over 30 coworkers in art, sound, design, and programming fields to ensure all assets were correctly implemented and the vision for the game made a reality.
31 Maniacs made up the largest development team I had ever worked with up to that point, and with that came a true test of cooperation and teamwork. More than ever before, I had to craft readable and designer-friendly systems, effectively communicate my progress, and assist others in doing the same. I held the critical role of assembling all bosses and hazards in the game, which, being a boss rush game, naturally touched near-every corner of the project and team. It was essential that I worked closely with artists, sound, and game designers to ensure all assets were crafted to optimize implementation, promptly answering questions and helping with in-game design tweaks.
I'm incredibly proud of my work on Mason Mayhem, with the entire project standing as a highlight of my experience at George Mason University in terms of personal/professional growth, lifelong friends made, and the chance to truly work in my element. I was present at all the late-night dev sessions and personally felt all the highs and lows of the project, in the end being recognized by the leads and even the professor as a pivotal member of the team that quite genuinely "carried" the project, as my blood, sweat, and tears could be found in every crevice.
The near-universal consensus from the dev team was that the Mason Mayhem's Clock Tower was the best boss fight in the game, and I certainly agree. The visual design, diversity of attacks, and accompanying environmental hazards culminate in a boss that's a blast to combat as well as create. The fight was split into two phases, with the tower starting out as an immobile mage-style enemy, attacking with a variety of projectiles, portals, and a spotlight jumpscare, then ramping up in intensity as the tower grew a pair of legs and became frighteningly mobile.
The Clock Tower was intended to be a horror-themed fight, and that certainly became evident in this second phase, as the boss rushed at the player with powerful swipes, teleported toward them with deadly accuracy, transformed into a powerful pendulum with the weight of a wrecking ball, and periodically casted a speed buff that allowed it to perform all these attacks significantly faster. This phase was incredibly fun to make, particularly when tweaking the speed of attacks. There was a certain level of satisfaction that came from watching playtesters jump out of their seats in fear when the previously immobile tower suddenly grew legs and began running at them at frightening speeds. There was also an amusing bug during development where the speed buff would unintentionally stack, allowing the boss to become impossibly fast and even more hilarity would ensue. Mason Mayhem was truly an unforgettable development experience, and I still look back on it fondly.