Pillars of Creation is a Real-Time Trading Card Game. Bring a variety of creatures to life, and wage war against your opponent! Without turns or phases, you get to take full control of your army. It takes the wonder of deckbuilding games and pushes it to new frontiers, allowing for a more exciting and dynamic game.
Over 100 cards with unique abilities to build decks with!
Exciting PvP gameplay where you make tactical decisions in real-time!
Card Artworks
The game is currently in development and will be published on Steam in the future. If you’re interested in getting the steam keys, email pillarsofcreationtcg@gmail.com, or fill out this form for more info!
@FroglinGames
About Froglin Games
Our game started out as a school project between seven students. We started out with the goal to make a real-time card game and have faced many struggles achieving that goal over development. We wanted to take the exciting process of deck building into a more fluid and dynamic gameplay experience.
Les Garcia
Jan 2020 – Present
2D Arist, UI, Community Manager
I have a BFA in Graphic Design with minors in Animation and Game Design. I love to design, animate/motion graphics, and create silly drawings. I love to play, and create, video games!
Role:
I helped create character designs and illustrated card artworks for the game. I did research, make wireframes, design the mana icons, UI assets, and logo. I run the team’s social media and worked on the website. Along with Luke, I help schedule the meetings and keep track of any information to send to the team.
Fun fact:
Performed with a band at Carnegie Hall in NYC! Secretly plays the French Horn from time to time.
I’m a Computer Science Major and I love making games! My main trade is programming but I’m a designer at heart. When I’m not making games, I like to play music, draw, and (of course) play them!
Role:
I did a lot of work on this game’s code, engineered most of the client-side code, implemented supporting features server-side, and managed several large scale refactors, one of which directly affected our networking code. I also had a hand in making some of the particle effects, and wrote all of the music! I distributed tasks to the rest of the team and held two weekly meetings to keep things on track.
Fun fact:
I love to rotate into other creative disciplines, such as game design, art, special effects, animation, and music and sound effects!
I have a bachelors in Animation with a concentration in Game Art. I have taken several courses in visual and character design, as well as courses to vary my artistic abilities from physical art to digital and 3D art. These courses have taught me how to tell a story with an image, and how to make characters that are distinguishable and memorable.
Role:
On this project my primary function was to work on the art for the cards.
Graduating with a B.A. in Game Design and a focus in Environment Art. I’m well versed in production skills such as High to Low poly asset baking, PBR texturing, game optimization and source control. My eye in creating appealing compositions, color palettes, and designs as well as attention to minute details are demonstrated in my role as Lead Artist for DePaul Originals Game Studios.
Role:
Much of my work consists of 3D modeling, UV mapping, texturing, and the construction and lighting of 3D game environments.
I have a B.S degree in Computer Science with a concentration in video game systems. I have worked in QA automation and backend software development outside of the gaming industry.
Role:
On this project I worked on the server side implementation. The logic of the game that lives on the server. These systems determine the flow of the game, update cycles, game logic, how the server interacts with the client, etc.
I have a bachelors in Computer Science with a concentration on game systems. Outside of school, I’ve worked on QA automation in various contexts from the Madden football game to VitalChek’s website.
Role:
My role in this project was primarily building out the effect system. This was our way of implementing what cards do when they are played, died, when other cards die, etc. This system grew into a fully editor based tool where you can script the actions all of the cards in our game purely through the editor.
Fun Fact:
I’m working with another peer, Emmaline Kelly, to continue expanding and improving our personal multit-hreaded game engine.
I graduated with Computer Science and Mathematics degree. I usually am busy with school and when I am not I either spend that time learning new material about Computer Science or playing videos games.
Role:
My focus in our game project was the Network Layer along with Steam integration.
Fun Fact:
Before becoming a dedicated most of my time to learning more about Computer Science I was a professional Smite player.
Also known as FunyMony, owner of MediaMuffin LLC, has been making animation, storyboard, and illustration for many years. He created Crunking Cactus (also known as “Cactoid of a Thousand Fists”) that’s currently in the game and helped create character designs for the Cactoid race.
Fun Fact:
I saw him play DDR in Expert mode and now I’m convinced he’s secretly a robot that runs on coffee – Les