My Role and What I Learned
A team of 6 people (including myself) created this fun 2D puzzle game earlier this month in less than 3 days for GMU's annual "Jamfest" with the theme "Mixed Signals". The biggest challenge of this project was starting on level designs before we had basic MVP functionality for the core mechanics (with such a short timetable, this was a necessity). This lead to a design process that was tied very closely with programming.
I'd create a level that would require a new feature and need to talk to our wonderful lead programmer, Max Fowlkes, about whether it's feasible. Or Max would come to me and say that he has to program a mechanic in such a way that I need to rework some of my levels.
Design and implementation teams being in sync is always crucial to a cohesive final product, and our combined flexibility and constant communication across teams enabled us to create a great game in such a short time. I also talk a bit more about my level designs for this project on my "Level/Game Design" page, if you want to see even more specifics.