Zack Ribbe
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  • Level Design Demo Reel
    A demo reel consisting of five levels that I have either helped work on or created by myself.
    Digital Art, Game Design, Visual Effects
    2012
  • Pinnacle (Multiplayer)
    Pinnacle is a mountain-side military base with a sci-fi twist to it. As a group we had six people. We completed this project in five weeks from concept to completion.

    My duties included Level Layout/Level Design, 3D Models, and Texturing my own models.
    Game Design
    2011
  • Tenkai (Multiplayer)
    Tenkai is a sci-fi space station with a Japanese theme. Our group had six members in it. We completed this level in five weeks from concept to completion.

    My primary duty of this project was Level Designer.
    Video Game Design
    2011
  • Last Remaining Light (Single Player)
    Last Remaining Light is a level I created for my portfolio. I created this level using the Unreal Tournament 3 Editor. This level is not meant to be played, it is meant to tell a story; the "last stand" of humanity.
    Game Design, Storytelling, Visual Arts
    2011
  • Wasteland (Single Player)
    A post-apocalyptic level with an "old western" style town. The town is abandoned, but the vortex and apocalypse still lingers.

    Goal: I created this level for a single player walk-through. The player can walk through the level and explore the world as they please; also they can draw their own conclusions of the scenery in the level and the story behind.

    Assets: I created the buildings, fence, cement post, ground texture, particle effects and all of the textures on those assets. I used all of Unreal's assets for the rest of the level (e.g. the rubble, the doors, machinery, vortex, lightning, etc.).
    Storytelling, Video Game Design, Virtual World Design
    2011
  • Relic (Single Player)
    A building hidden deep within a forest. This level was created to tell a story.

    Goal: My goal was to create a compelling single player experience, where the player can explore the world and view everything in the world.

    Assets: I created the building and the fence, along with the textures that are on them. I also modeled a few of the trees in SpeedTree. Other than that I used all of Unreal's assets.
    Storytelling, Video Game Design, Virtual World Design
    2011
  • 3D Models
    These are 3D Models I created throughout my college education. All of these assets were created in 3DS Max.
    Digital Art, Video Game Design, Virtual World Design
    2011
  • Basic Particle Systems and Effects
    A quick video of some basic particle effects and emitters I created.
    Game Design, Video Game Design, Visual Effects
    2011
  • Turtle Trek (2D Game)
    Turtle Trek

    Turtle Trek is a 2D game that my group created (created in Unity). For this project we were given limitations for the Target Market and Client. The game was to be an educational game targeted for kids, and the client was a fictional Zoo. My group consisted of 5 people total and we created this project in 5 weeks.

    I was responsible to help with the pre-production, and 3D Models along with the textures that go with them. One of the 3D Models I was responsible for were the rock formations that can be seen throughout the level.

    Story:
    You play as a Turtle who has to find and escort her turtle hatchlings to the "clean water" all while avoiding garbage.

    Goal:
    The game was created to make people more aware of the environment and ultimately show how littering affects other species on this Earth.
    Game Design, Video Game Design, Virtual World Design
    2011
  • Ninja Nugget (2D Game)
    Ninja Nugget is a 2D Platformer. The idea behind the game is that you play as the "Ninja Nugget" whose best friend was captured by the rival company. Your goal is to go and rescue him so they don't use him in their evil recipe.

    For this project we had six group members and we completed this game in five weeks.

    My duties for this group project was Level Layout/Design, and 2D Background Art. I created some of the assets such as the Bamboo and Pipes in the warehouse.
    Digital Art, Game Design, Video Game Design
    2011
  • Sanction (Single Player)
    Sanction is an abandoned factory/warehouse in the middle of the desert. I used all of Unreal's assets. I created this level more to test out the visual side of Unreal (not focusing on game-play) and to re-adapt myself to the Unreal Tournament 3 Editor.
    Video Game Design
    2011
  • Pirate Level Design Challenge
    I partook in a Pirate Themed level design challenge. The challenge was to create a Pirate themed scene and take 3 beauty shots of the scene. I have a very simplistic scene, but I feel it has a neat atmosphere to it.
    Game Design, Storytelling, Video Game Design
    2011
  • 2D Art and Level Creation
    Some 2D Levels and Background Art I created for a group project. I created the level layout and everything you see except for the Coral and Fish in the first project.

    The basic concept for this game was that you play as a diver looking for treasure. You have to get to the treasure alive by avoiding or killing the sea creatures in your way.
    Game Design
    2011
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