Hello! I'm Pascal Krabbe, an Unreal Engine Game developer from Germany 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.
If you leave me alone with nothing to do I'll
start creating my own tasks. Always tinkering on something.
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.
Plugins
Over the years I released five plugins and five asset packs for sale on FAB
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.
Prototypes
2020 - 2025 | UE5 / Godot | PC
A collection of game prototypes I have made. Each of these took between a couple of days and three weeks. Assets are often from third parties.
Puzzle Mechanics Showcase
2019 - 2025 | UE5 | PC
A showreel of different puzzle mechanics I implemented over the years.
One Year of Godot
2026 | Godot | PC
In 2025 I started learning Godot, this is a compilation of different prototypes I made in that time. I also made the majority of assets myself.
Hex Tiles
2024 | UE5 | PC
Doodling with hex grid coordinates and sound design. Recorded all the sounds myself.
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.
Dialogue Showcase
2019 - 2025 | UE5 | PC
A show reel of dialogue systems I have implemented in various projects.
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 (I designed and setdressed all scenes)
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 | 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 and platforms.
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.
Hardware
No server hardware for the job? No problem! I can provide a platform for bakes, builds and tests.
Though it is not my forte, I can jump in and help out with the full 3D art pipeline. From sculpts to bakes and texturing, both high and low poly.
Masks of Power Assets
2025 | UE5 | Blender | Substance Painter
I was tasked with creating key 3d elements for vistas as well as natural props. All Assets were sculpted, baked down and textured.
I created a set of custom sculpt brushes to make craters and used those for an asteroid asset pack.
Stalactite Cave
2017 | UE4 | Blender | Substance Painter
I sculpted modular and matching stalactite and stalagmite pairs for Time Transit VR.
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.
I do have experience porting and deploying games to a variety of systems.
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 most of 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.