In addition to the tight schedule, Skull Island’s development team reportedly fluctuated in size, ranging from as few as two to as many as twenty people working on it at any given time. To meet deadlines, developers stated that they entered a period of “crunch,” where they had to work relentlessly. One developer recounted, “The crunch was really set in motion in February. I was on automatic pilot by the end of February because all hope was lost.”