Portfolio

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.
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.
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.
My responsibilities included programming, tech art and management.
My responsibilities included programming, tech art and management.
Garden Witch Life
2024 | UE5 | 10 | PC, Xbox X/S, PS5, Switch
The second game released by FreetimeStudio.
Masks Of Power
TBD | UE5 | 50 | PC
Here's what I did
Side Projects
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.
Crowpolis
2024 | UE5 | PC
Dim Island
2024 | UE5 | PC
The Arid Sea
2025 | UE5 | PC
Tiles
2024 | UE5 | PC
Signals
2024 | UE5 | PC
Regrowth
2023 | UE5 | PC
Submarine Prototype
2023 | UE5 | PC
Jungle Point & Walk
2022 | UE5 | PC
Trench Run
2020 | UE5 | PC
Kitchen Aid Simulator
2017 | UE4 | PC
Tortuga
2015 | Unity | PC
Programmer TODO
BMOP:
- converted prior codebase to GAS
- custom state machine AI based on logic driver
-
Jungle Tools
Engine: Unreal 5
Flow Maps
Engine: Unreal 5
Landscape Stamps
Engine: Unreal 5
Grass Splosions
Engine: Unreal 4
Christmas Tree Worms
Engine: Unreal 4
Portal Effect
Engine: Unreal 4
Sliced Volume Renderer
Engine: UDK
UDK Clouds
Engine: UDK
Highlights
Strong understanding of shape language and player agency
Masks of Power
2022 | UE5
TODO: Add concept art refs
Jenkins Pipeline
I have extensive experience setting up and maintaining build pipelines. - Multiplatform - Distributed agentsBots
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.
2017 | UE4
Released 7 years ago it's still kickin

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
- 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.
I also have experience deploying builds to
- Steam
- Epic Games Store
- itch.io
Released: 2024
Team Size: 10
Engine: Unreal 5
Platforms: PC, Xbox X/S, PS5, Switch
Team Size: 10
Engine: Unreal 5
Platforms: PC, Xbox X/S, PS5, Switch
Released: 2019
Team Size: 5
Engine: Unreal 4
Platforms: Oculus Rift, HTC Vive
Team Size: 5
Engine: Unreal 4
Platforms: Oculus Rift, HTC Vive
Platforms: PC (Mouse + Controller), Android, iOS, Oculus Rift
The goal of this exercise was to create a unified approach for in-world input controls that works across multiple platforms and input devices.