Pascal Diroll

Game Developer with Engineering focus

About

Me

I am a passionate Game Developer who strives to learn as much as possible about games and other entertaining media and hone all kind of skills related to them.
I´ve been a gamer for the majority of my life, but also been in sports clubs like table tennis and bouldering and spent a few years as a junior firefighter.
If I would have to describe myself, I would say I am an easy-going and understanding person, but I never neglect duty and I am passionate about designing games and cooking.
I perform best in a team since I hate to let other people down and love the coming together of fellow minds. But ultimately I am organized enough to also work on my own.

My biggest dream as a Game Developer is to be part of the development of a (Mmo)Rpg that reaches and inspires many people, just like my favourite game titles of the final fantasy and Kingdom Hearts series, created by Square Enix.

Services

What I can do for you

Engineering

Up to this point, I am a great all-round Engineer.
I took over a variety of programming jobs in different fields, ranging from UI over gameplay to background systems all of which within multiple engines.
Interested? Check out my favourite projects.

Game Experience Design

My favourite category.
Even though my studies did not provide specialization in this, I made sure to always concentrate on it and have a real impact on the projects I joined.
Curious? See and play some for yourself!

Music and Soundeffects

I am still new to this topic but have already worked with a short film and multiple game scenes. Furthermore I gained foley and SFX knowledge by making atmospheric sound effects for my music. But the best way too judge sound and music is by listening. Enjoy!

Planning

Good scores and the trust of my teammates lead me into the position of the scrum master not just once.
By now I collected quite some experience and have grown confident in my ability since. Need advice on agile development or a Scrum Master himself? Contact me.

Portfolio

View of my recent work
Engineering/Game Experience Design

Can´t Drive This Lone Racer

During my time as an intern at the pixel-maniacs game studio, I programmed and co-designed the 4th Gamemode for Can´t Drive this called "Lone Racer".
Based on gathered statistics the studio found that many were playing the coop game by themselves with the split controls between keyboard and mouse.
But this would not be possible for consoles. Even though I was only an intern for 2 weeks at the time, I was given the task of implementing a true single-player mode. Roughly 1 1/2 months and many reviews later the new mode was launched into the early access.

To the game
Engineering/Game Experience Design

Dip&Flip

When the Ludum Dare 47 came up I was an intern at pixel-maniacs and was invited to join them for the game jam as well. Within 72 hours we wanted to make a game that had an end and was rather funny than deep.
As it is with Gamejams I have been involved with all kinds of tasks during the development but was mainly focussed on progression and the loop behaviour.

To the game
Engineering

C++ micro game engine

In this project, we were working with a self-made engine, which we made during the term before the project started.
During the time of the project, I was responsible for: (external) level loading, collision system, simple shaders,
overseeing level design, sound integration, UI programming, Menu programming, non-player object behaviours, playtest sessions and planning.

Engineering/Game Experience Design

Educational museum game for kids

The task was to make an educational game for kids from the Netherlands. The museum computer was limited to touchscreen without sounds.
My responsibilities were focussed on making a nice and easily understandable tutorial, as well as making the monster behaviours
in an adjustable manner through unity inspector. Furthermore, I made the collecting/catching mechanic, menu programming the UI,
the level progression, player character behaviour, integration of all particle effects and animations, data storing, and planning.
Since I was deeply involved in all of the main features I consider myself to be one of the leading minds on the game design.

All in one

Don´t Lift Your Finger

Don´t Lift Your Finger was a cute side project that was realized during our study. In the project, I was involved in designing the main mechanic, as well as testing and optimizing them based on feedback. Furthermore, I made or worked on all game music and functions besides networking and server-side.

To the game
Audio

Cyber Punk

I made the music track in the background during my minor for my colleague and friend (Laurynas Jatužis).
He was doing the minor program at the same time and was engaged in making the cyberpunk theme you can see in the video.
My task was to make background music that captures the drastic and harsh world and could be played in a loop.

Audio

Magical Forest Theme

This has also been made during my minor and also for a 3D scene made by a friend of mine (Sophie Kordes).
This time I was supposed to make music that could be played along with a camera moving through the scene,
starting with waking up in the forest and ending inside the wizard's tower.
The focus was to bring out the feelings that would accompany a person waking up in this wondrous environment.
The video was cancelled due to time issues and changes in the goals during the project.

Narrative Design and Animation Production

Educational Kids Animation About Rain

During my studies I spent half a year learning more about narrative design and 3D production.
The animation was made with a team that was entirely made up of newcomers to the 3D field and was performed in contract with the Nymus 3D company.

Work Experience

Past and current jobs
  • Ubisoft Blue Byte

    I am currently working at Ubisoft Blue Byte as a Jr. UI Programmer for Rainbow 6 Siege

  • Boxelware

    During the second half of my 4th and last year at the Saxion university, I was attending an internship for my Bachelor thesis at the Boxelware Game Studio. During the time I developed a tool inside their c++ engine that automatically generates required Lua files for their procedural generation. Afterwards, I attended a 2 Month internship in between jobs to stay active and learn more about C++ and Lua.

  • Pixel Maniacs

    In my 4th and last year at the Saxion university, I was attending an internship at a Game Studio. During my time at Pixelmaniacs I was tasked with bug fixing and optimization of the game "Can´t drive this" and also implemented the Solo Player Game Mode. I concluded my stay at the company by making a debuggable Dialogue System for their new Project "Escape The Loop" using Yarn Spinner as a basis.

  • Broke'n'fun Games

    As one of two programmers who joined this group of freelancers during their studies, I have been developing the main features of our first android game "Don´t Lift Your Finger"

  • Saxion University of Applied Science

    At Saxion I was able to study Game Design, Game Programming and related fields. The studies were almost entirely practical and included a new project phase each quarter tile in the first two weeks. During the 3rd year, I spent self-studies on animation and audio production. In my 4th and last year I had an internship at Pixelmaniacs and wrote my bachelor thesis at Boxelware.

Contact Information

Let's work together