Excellent question!!
The project head, Anthony Cloudy, has previously worked in the games industry before; they'd gotten their bachelor's in computer science, and their master's in game programming. After a bunch of different projects (game jams are a great way to get started!) and a good amount of experience, he decided to start building his own company to have more creative control. The team overall is made up about half and half of folks who have worked in the industry previously, and half who are incredibly talented, but haven't been able to have a shot on a professional game yet. This gives us a great blend of both experience and fresh ideas!
The game was started after Cloudy had started and "failed" a couple of side projects, slowly getting him back into working on Unity. As a result of these experiences, he had a better idea of what went wrong, and was able to leverage the pieces that didn't work before and get a head start building something new. These mistakes, setbacks, and really rough tribulations are what started Dragon Drop; each time you scrape your knees you learn a little something more, and that wisdom gained from your mistakes will help you grow into your best self.
Let us know if you'd like to ask something more specific, especially in regards to a specific track in game development (art, programming, design, etc.!)