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. [...]