Portfolio

Avatar image showing a sketch of a man

Hello! I'm Pascal Krabbe, an Unreal Engine Game developer with over 10 years of experience. These days I can wear many hats so feel free to choose who you want to meet. Safe to say if you have something that needs doing, I either know how to do it or can learn very quickly.

Unreal Engine 5
Blender
C++
Java Script
Python
Git
Perforce
Rider
Visual Studio
Xcode
Photoshop
Substance Designer
Substance Painter
FMOD
Affinity Designer
Affinity Photo
Jenkins
Notion
Trello
YouTrack
Windows
Nintendo Switch
Xbox Series X/S
Playstation 5
Epic Games Store
Steam
HTC Vive
Oculus Rift
Android
iOS


Choose your hat:


Professional Projects

I have released two commercial games working with various team sizes across multiple platforms and am also involved in a fan project with other industry professionals. I have also released several plugins and asset packs.

Time Transit VR

2019 | UE4 | 5 | Oculus Rift, HTC Vive
Time Transit VR is the first game released under the FreetimeStudio name, with me co-leading a team of five. It's a four to five hour story based single player VR experience.

Besides management my other responsibilities included Programming and Tech Art.

Garden Witch Life

2024 | UE5 | 10 | PC, Xbox X/S, PS5, Switch
The second game released by FreetimeStudio. A magical and cozy gardening sim with endearing towns folk.

I also co-lead this project and was involved in most aspects ranging from programming to art asset creation, devops and porting.

Masks Of Power

2025 | UE5 | 50 | PC
A long-running ambitious third person action adventure fan project by a group of enthusiasts and industry veterans.

Before its shutdown I was largely responsible for a number of things, from Tech Art, over Programming to Setdressing.

Adventure Kit

2016 | UE4 | 1
The Adventure Kit is a comprehensive plugin and content combo to create a variety of different games.

Scan FX

2017 | UE4 | 1
Scan FX is a collection of futuristic scifi effects that includes particles, post-processing materials and blueprints.

Game State Values

2023 | UE5 | 1
Game State Values provide a straight forward way to access variables in a global way and assign change listeners. The system has become the foundation of the three game projects at the top. It takes care of managing and serializing the overall game progression.

Personal Work

Besides the professional capacity I prototype and experiment a lot on my own. This way I keep up to date on new engine features and techniques.

The Arid Sea

2025 | UE5 | PC
In this project I implemented a custom landscape rendering, streaming and editor using the Realtime Mesh Component as a foundation.

First Person Interactions

2024 | UE5 | PC
Experimental implementation of first person interactions.

Hex Tiles

2024 | UE5 | PC
Doodling with hex grid coordinates and sound design. Recorded all the sounds myself.

Signals

2024 | UE5 | PC
Inspired by Contact, I experimented with meta sounds to synthesize the audio points the player can hear at different angles.

Regrowth

2023 | UE5 | PC
A small proof of concept for an ambient semi-puzzle game.

Tortuga

2015 | Unity | PC
My cousin got this boardgame and we played it a lot. I created an online version to learn Unity and to keep playing.
TODO

Every project develops custom data structures to match unique requirements. I can provide custom tooling that removes a big mental overhead from the team when working with the data.

Custom Editors

I created several custom editor widgets to edit specialized asset types from data assets to blueprints.

Editor Extensions

I've natively extended the Unreal Editor with C++ in several places to meet project specific needs.

Plugins

Be it for design reasons or to keep the codebase portable between projects. I've written multiple plugins to handle core functionality.

Organization

To make it easier for team members to find and share locations across maps in the project I created a plugin that serializes all the needed information into json.

Level Script Tools

I created a toolset for non-programmer team members to easily wire up common interactions.

Procedural Content Generation

When Unreal released the first experimental version of PCG I reverse engineered what few examples there were and created a full tutorial series.

What does a Tech Artist even do? In my case a bit of everything. I come in when a project requires a certain feature that cannot be assigned to any other department. Whether to evaluate existing ideas or come up with new approaches, with my overarching knowledge I can add what is needed to bring everything together.

Bridging the Gap

With my interdisciplinary knowledge I am a good fit to delegate between departments.

Research & Development

I can explore various approaches for technical solutions and establish standardized asset production pipelines.

Optimization

High performance is always at the forefront of every project. Be it batching for large scale features or using profilers. Early or late in the project I can apply my knowledge to make a project hit performance targets.

Procedural Content Generation

When Unreal released the first experimental version of PCG I reverse engineered what few examples there were and created a full tutorial series.

Portals

Early on in Unreal 4's run I created a visual and gameplay effect reminiscent of Portal.

Volumetric Rendering

A sliced volumetric render I made back in the Unreal Development Kit.

While this is definitely not my main area of work I have a lot of experience set dressing a level or scene. I can definitely jump in and help out to bring places to life. I'm most passionate about natural environments.

2025 | UE5 | Personal Work
2025 | UE5 | Personal Work
2025 | UE5 | Personal Work
2021 | UE5 | Masks of Power
2021 | UE5 | Masks of Power
2019 | UE4 | Time Transit VR
2024 | UE5 | Garden Witch Life
2019 | UE4 | Time Transit VR
2020 | UE5 | Masks of Power
2019 | UE4 | Time Transit VR
2024 | UE5 | Garden Witch Life
2024 | UE5 | Personal Work

A project can benefit immensely by automating repetitive tasks. It lifts responsibility from the team and allows them to focus on their specializations. From small notification helpers to long-running complex pipelines, I can provide that lift.

Jenkins Pipeline

I have extensive experience setting up and maintaining build pipelines across multiple agents.

Automation Tests

The backbone of stable software. I can write C++/BP automation tests to make sure you never accidentally ship a broken build.

Bots

Each team's workflow is unique and tools need to follow these requirements. I have created custom bots and webinterfaces to enhance productivity and communication.

Crash Reporter

A crash is a low point in the player experience, a proper crash report client helps ease the process of gathering player feedback.

Logging

It's crucial to get notified of what your pipelines are doing. I created several integrations for Slack and Discord to post updates in dedicated channels.

Masks of Power Assets

2022 | UE4 | Blender | Substance Painter
TODO: Add concept art refs
work with prior established media by the ip
translate visuals into a realisticy world

Garden Witch Life Assets

2024 | UE5 | Blender | Substance Painter
TODO:
Add concept art refs
Characters
Props

Asteroids

2018 | UE4 | Blender | Substance Painter
TODO Description

Stalactite Cave

2017 | UE4 | Blender | Substance Painter
TODO Description

Materials, Particles, Shader Animation, Pivot Painting, Decals: I've got a wide range of tools to bring a vision to life.

Highlights

2017 - 2024 | UE4 / UE5
A highlight reel of different effects I created over the years.

Scan FX

2017 | UE4
Scan FX is an asset pack I released seven years ago, and it is still a good allrounder.

While I can't say I've worked with every platform, I do have experience with a majority of them.

I've deployed Unreal games to:

  • Windows 10/11 (Steam, Epic Games Store, itch.io)
  • Xbox Series X/S
  • Playstation 5
  • Switch
  • MacOS
  • Oculus Rift
  • HTC Vive
  • Android
  • iOS

I'm fully capable of building Unreal from source and making builds for these platforms. I also have the dev hardware to run and test these builds.

Time Transit VR

2019 | UE4 | 5 | Oculus Rift, HTC Vive
Besides the technical challenge of 90 FPS stereo rendering I implemented gameplay mechanics to work as similar as possible for the Vive and Oculus controllers. Furthermore, I was in charge of the deployment and certification process.

Multi Platform Input

2020 | UE4 | PC, Android, iOS, Oculus Rift
Even though this never made it into production, I implemented a set of interaction mechanics that worked across a multitude of platforms and input forms (MKB, Touch, VR). The designer would simply setup an interaction component and the system handles the rest.

Garden Witch Life

2024 | UE5 | 10 | PC, Xbox X/S, PS5, Switch
I was responsible for the entire deployment and porting process, optimizing the graphics for lower end hardware, setting up a multi-platform CI pipeline and seeing the game through certification.