Blossom

Level Design - Counter-Strike: Global Offensive

Roman Wecker

I started mapping in 2016 and spent a lot of time learning about level design. Even though Blossom is the first map I have ever published, I have worked on several maps before. It's not an easy task to create a map for a competitive game, because the map has to be balanced so that no team is at a disadvantage while at the same time it has to be visually convincing. The creation of a map is the result of many playtests. Countless revisions after playtests are necessary to develop a competitively viable map. [...]

Tomb Raider 1 - Fan Remake

Concept - Programming - Modelling - Animation - Level Design

Roman Wecker

I developed the game as part of a seminar at the university. The seminar was titled 'Game Engines' and gave a broad overview of different game engines. Each seminar participant was given the task of familiarising themselves with a particular game engine and developing a game in it that would demonstrate the possibilities and limitations of the engine. [...]

OpenGL Game Engines

Engine Development - Programming

Roman Wecker

I have developed two own game engines so far. Both engines were developed in Java with the LWJGL framework and the OpenGL graphics API. I did not develop everything from scratch myself, otherwise engine development can take several years. I worked through tutorials on various topics to put the final engine together. I also read up on various computer graphics algorithms. [...]