I made the game manager. The Game manager handles game progression. It keeps track of what level the player is on and handles when the player wins or loses. It is also used by other scripts to reference other game objects in the scene.
I made every aspect of the weapons. Each weapon has a unique method of operation. The pistol is semi-auto, hit-scan. The rifle is full-auto. The shotgun has multiple ray casts that spread out. The launcher shoots projectiles. Each weapon was developed in a way where variables could be easily manipulated, drastically changing the behavior of each weapon, so that a game designer could play with some numbers and hone in on the perfect feeling per weapon.
The original idea for the game was mine, so everyone anointed me the leader. I jumped at the opportunity to break out of my comfort zone and lead a team. It was pretty easy. All I had to do was make sure people were staying on task and putting their efforts into things that would not get cut from the final version of the game. As long as they were productive and not overworking themselves, whatever we made was gonna be great!
One team member was notorious for having things break on him. Because I was team leader, I tried to give him responsibilities that were important, but not crucial. He was very adamant about making a movement system, and I didn't want to get in his way. He had the groundwork laid out, but it wasn't working. I let him explain to me what he had so far and together we isolated the issues and fixed it.
I made the trailer and all the music for the game.
The original idea for the game was for it to be a 3D Galaga. You're a spaceship flying down corridors, shooting enemy ships flying toward you while dodging geometry. We had plans that the final stage would be you going inside a planet and blowing up its core. When we pitched the idea to the instructor, he said that the scope was too small and that instead of just flying straight, we should give the player full 360-degree freedom. I already had a prototype, and I quickly adapted it to allow for the new movement. When we went to pitch the game again, the feedback was that the scope was too big and we should try doing corridors that the player flies down instead. After quietly releasing frustration, we pivoted back again. The next month, our new teacher decided instead of trying to teach 5 teams 5 different ways to make games, he would teach us the ins and outs of Unity while making a first-person shooter while we follow along. After a month of learning, we already had the foundation of a game, so we pivoted one last time, turning the game into what it is today.