Without a doubt, Solus: Remnants of Attera. This project was the culmination of years of development experience, and was worked on by some of the most talented students I had the pleasure of working with.
While we managed to pull through for our first prototype, we had already hit so many bumps along the way, ranging from an inconsistent vision for the game, hardware failures, file corruptions, manpower shortages and worst of all, inadequate knowledge for some of the more advanced techniques we were trying to utilise such as rootmotion and A*. Also, everyone was just really nice in general and some things which could be improved by leaps and bounds weren't being pointed out timely.
Naturally, when that prototype was released for playtesting by a public audience, we discovered even more issues stemming from a lack of quality assurance and internal playtesting. Every game development mistake new teams are known to make - we had done it all. At this point, we had a 5 day gap before Scrum began for the next milestone of the game, and everyone on the team was anxious as to how we will take this game further.
Alas, as the game's Creative Director, I had come to slowly understand the weight of my role in the grand scheme of things. After figuring out some of the more fundamental issues we had on creative decisions and gameplay direction, I held with my team the very first game pitch for Solus - something which I should have done a long time ago. From that point on, while we still had the occasional meeting to figure certain things out (this is a game after all, which meant iteration after iteration of concepts), we were going at a pace much faster than we had been ever before.
Finally, while we didn't quite finish everything on our Scrum board, we had a game that we were very proud of across every discipline, with members of the public complimenting on just how much things had improved for the better.
I can't stress how much I had learnt from this project which spanned across 8 months, and while I still look back and shake my head at all the things we had done "wrongly", I ultimately am thankful for them for they made us better developers and myself, a better leader than before.