I worked at Frogsong for almost eight years, doing all kinds of programming work. Since we were a small studio, I had the opportunity to work on everything from AI to UI.
If I had to choose what I enjoyed the most during my time there, it would be working on gameplay systems—like designing challenge level mechanics in River Towns, creating spells in Spellsworn, or developing new turret types in D-Corp.
While at Frogsong, I also participated in several collaborations with other game studios. One example was working on Stick Fight, where I handled optimization tasks and fixed issues with the level editor.
https://store.steampowered.com/app/2485350/River_Towns/
River Towns was the third and most recent title I worked with at Frogsong. It is a mix between a city builder and a puzzle game.
On River Towns I got to work on most systems, so everything from creating the prototype last year to the finishing touches before the release.
I think my favourite parts to work on when creating River Towns was the level mechanics for both the regular levels and almost all of the challenge levels.
https://store.steampowered.com/app/1285040/DCorp/
D-Corp was the second studio title I got to work on at Frogsong, it is a cooperative tower defence / resource management game.
I got to work on most of the larger systems and the two I would say was my favourite and i would be the turrent systems and creating the different turret types. And also the different level mechanics / gimmicks.
https://store.steampowered.com/app/360620/Spellsworn/
Spellsworn was the first project I got to work on when i was hired at Frogsong.
Spellsworn is an online pvp game where magicians fight in different arenas that slowly shrink until there is only one player left standing.
When I got hired i started mostly working with fixing bugs while getting into the project. And over time my main focus was mostly changed into working on implementing new spells and abillities, while also maintaining our enemy AI to make sure they could utilize all new abilities propperly.