Beyond Bermuda is a third-person action survival sandbox. The player crafts weapons, tools, rafts, and shelters using materials found natively to this planet to combat the hostile conditions the world exists in. The player fends off predators and hunts for prey using crafted weapons. The player traverses the sea between different islands using rafts they craft.
While I have lead teams of people before, this project was a first for me in terms of the size of the team (11 as of Fall 2019) and scope. When developing a game with a smaller team with broader skill sets, communication is much easier both in linguistics and finding time to do so, whereas, in larger teams, the bulk of communication is much more asynchronous and time-consuming in trying to convey ideas both accurately and to all relevant parties which makes meetings and extensive documentation on things a MUST as things can/will become disorderly and create creative dissonance between the efforts of individuals on your team.
One of the requirements placed on the project by our executive sponsor was a 30-45 minute critical path time for completion, which at first felt restricting (as the survival game genre isn’t well known for how well such games end) but provided the opportunity to develop a world generation system with a critical path time in mind.
The world of Beyond Bermuda is composed of a starting island where the player spawns, sets of islands generated on “circular tiers” that increase in difficulty the further away the tiers are from the starting island, and the rift which represents the end goal of the player.