Mason Mayhem: Game Information
Project Length – 16 Weeks
Project Team Size – 31 People
Project Role – Sound Director
Engine – Unity
Mason Mayhem is a 2D boss rush arcade game themed around George Mason University. You play as one of four Mason Mascots as you battle 3 different icons around the campus. Each level utilized a different art and sound style (2D, 3D, and Pixel). The game was designed to be played on a Winnitron but can also be played on PC. The trailer can be viewed in the YouTube video and the game can be played here.
Link to Play Game: https://masonmaniacs31.itch.io/mason-mayhem








My Role: Production
I was responsible for managing the sound team, leading the sound design for this project.
For my role in production, I led a team of 4-8 people throughout the project. This number varied as some teammates were assigned to different groups depending on the stage of the project. I was responsible for checking their work each week and assigning new work for them to do. Jira was used for half of the project, as it stopped working around 5 weeks in, the other half we used Microsoft Excel to track and assign tasks. This excel sheet can be seen on this page. I was also responsible for working with the other team leads and ensuring each team (Design, Sound, Art, and Programming) was on the same page.
My Role: Sound Design
I was responsible for creating sound effects from recordings, and implementing sounds into the game.
For my role in sound design, I implemented all of the in game sounds into the build, mixed and mastered all of the sounds and music, and made a few sound effects utilized in the final build. The sound design was lead by me but was a collaborative process between our entire audio team. After agreeing on what we wanted an effect to sound like, I had my team go and create/source the sound effect or effects needed to create the sound. Once they gave me an effect, I used Adobe Audition to add effects (Gain, Reverb, Delay, combining sounds, cutting, and EQ) to ensure it matched up with the expectation of the effect as necessary. After the sound effect was confirmed, I mastered all of the sounds to the same level and implemented them into the engine. Once it was placed in game, I made changes to the effects as necessary to ensure everything worked together as intended.



