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. [...]
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. [...]
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. [...]