My Work on Dragon Mind
I Worked on Dragon Mind very early in its development (It wasn't even called Dragon Mind yet) as a technical designer (though to tell the truth I mostly just did development).
My primary contribution and my area of responsibility on Dragon Mind, was a complete overhaul of the the way that NPCs and dialogue functioned in the game, both in the back end and front ends.
Previously, dialogue was stored simply as text variables in a massive story script that managed all dialogue in the game. This made alterations to the dialogue inconvenient at best (in the case of just rewriting a single line) and potentially catastrophic at worst since whole sections of code had to be rewritten to accommodate it.
I implemented a Unity plug-in called Ink. Ink is a narrative scripting system designed for games which allows dialogue trees to be written just as plain text. This was incredibly useful but required a lot of work on the back end to integrate it into the game. Specifically, I remember that making the different conversations (being stored as JSON files) actually be able to reference decisions made in one another required a lot of work since Ink isn't designed to handle that natively but different conversations being stored in different files was part of the design brief I was given for the new dialogue system.
Having implemented this Dialogue System was also the experience that allowed me to get the job working on Vextorial's dialogue system though the two didn't end up being very similar.
In addition to the dialogue system I also did some general bug fixing and offered design suggestions in team meetings with the project leads.