As one of the largest games I've made, Catapult Chaos is likely my best example of working within a larger team. For this project we had a group of around 15 developers, including myself, have been working on a game about siege weaponry and destruction. And we're all really proud of it.
Catapult Chaos can be quickly described and written off as a 3D Angry Birds, it's a lot more than that however. We've taken what we believe to be the most entertaining aspects of destruction in games and applied it to a rather simple premise.
As likely expected, I worked on the technical side of this project alongside two others. Most of my input was made in the gameplay design and implementation, figuring out which features would be fun to include and changing different areas based on feedback from supervisors.