
George Mason: A Declaration of Rites
George Mason: A Declaration of Rites is a multiplayer 2.5D puzzle platformer where the player must use spikes to navigate the level, solve puzzles, and defeat enemies. This was done within a semester for a class that simulated a small studio where I was primarily the design lead/game designer. There were 24 students enrolled with 7 being on my design team, 12 artists, 3 music and sound designers, and 3 programmers. While it is playable on PC, it's also possible to play by using an arcade machine!
Game Details
My Role: Design Lead / Game Designer
Team Size: 24
Genre: 2.5D Puzzle Platformer
Platform: PC
Engine: Unity
Target Audience: Ages 8+
​
​
Contributions
Leadership and Organization
-
Guided a team of 7 designers in level design, content creation, and mechanics
-
Planned bi-weekly design meetings to make crucial design decisions and ensure that content being implemented is up to standard
-
Frequently met with other leads to discuss game production and address any problems or blockers
Gameplay Systems Design​
-
Designed bosses that challenge players while changing up gameplay
-
Designed different types of spikes for puzzles and their uses
Level Design
-
Created levels that're beatable when playing alone, but are easier when playing with more players to encourage people to play together
-
Guided other level designers to ensure each level was a cohesive experience
-
Balanced level difficulty so any skill level and any age can play without feeling like they're burdening each other
Designed for Multiplayer
At the start of every level is a carriage, where players can join or leave at any time as long as there's a player nearby. If a player were to die early in the level and someone is nearby, they can easily respawn as long as there's 1 player alive. The only way to lose is if every active player loses all their lives.

If each active player is viewed as a life than having more players would be an advantage for completing levels. This is done to encourage people to play with their friends, family, or anyone nearby.
![]() All players, zoomed in | ![]() Area 1 | ![]() Area 2 |
---|
Spikes Are the Main Tool for Puzzles and Platforming
There are two kinds of spikes: basic and elemental. Elemental is used purely for puzzle elements while the basic spike handles navigation, block breaking, and attacking enemies. Green blocks are broken by jumping twice on a spike. Spikes can go into every block, but metal ones. Other players can step on your own spikes making the basic spike even more versatile in use.
​
​
Elemental spikes come with a 10 second cooldown after usage, forcing players to aim carefully. If playing with multiple players, they can easily support and use their own individual cooldowns to progress or make up for misses.
Designed Bosses
The first boss takes what players learned about furnaces/lock and key mechanics from the previous areas, then applies them in combat that centers around lighting every furnace. This fiery overlord will hurl fire balls as players navigate. This boss tests reaction time and player coordination if with multiple people.
Once every furnace in a room is lit, it moves right and changes rooms, increasing in difficulty with the addition of more furnaces and barriers around certain ones.

The second boss shakes up gameplay by introducing a pseudo runner style level. Up until here, players were beating levels through lock and key mechanics just like how they beat the first boss. The boss is immortal and the player's platforming skills are tested instead. They must make it to the exit at the other side while the boss slowly moves with them, keeping up pressure.

Layout with cut boss mechanics depicted on it (click to enlarge)
![]() | ![]() |
---|