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Christian Roby

Level Designer

Hi there! I am a Level Designer who most recently was working remotely for Bend Studio for 2.5 years. I am also a graduate from Champlain College with a degree in Game Design and a specialization in Level Design. Working at Bend has helped me grow my skills as a game developer such as rapidly creating and iterating on blockmesh layouts, learning to script in an in house engine, and collaborating across many disciplines in a larger AAA team environment. Some of my skills include: iterative design, world building, and level scripting.

When I am not creating levels I like to create experiences for myself. Some of my hobbies include: Ice Hockey, Dungeons and Dragons, Magic The Gathering, History, and Geography..

Below you can find some of the projects I've worked on and you can find more detailed information in the portfolio section. 

Professional Experience

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We The People

Oct 2025 - Current

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Unannounced Project

Aug 2022 - Feb 2025

At SIC, I'm creating blockmesh POIs completely within Unreal 5. I am utilizing both the modeling tools and terrain tools to shape the spaces I am creating. I am gaining further experience in owning the design process from top down maps & reference gathering to polished blockmesh that I then hand off to the rest of the team. Along with creating the building and prop geometry, I also complete initial lighting passes to set the level tone and work with the rest of the level design team to properly indicate key design elements such as intractables and loot

At Bend, I helped create manmade and natural POIs that players would come across and explore. I had experience with both completely owning the design of POIs as well as collaborating with small teams for the design of some of the larger spaces. I also worked closely with concept and art teams to assure that the blockouts of these POIs remained within our visual standards. A typical POI would see me planning out the layout in Illustrator, blocking out the space in Maya and exporting, placing down cover assets and doing some environmental storytelling, and completing an initial lighting pass. Also along the way taking in any feedback and iterating where needed.  

Recent Projects

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We The People

Unreal Editor

Tactical Extraction Shooter POIs

Oct 2025 - Current

Pirate Outpost

Unreal Editor for Fortnite

Solo Battle Royal POI

July 2025

Sunline

Unity 3D

Senior Capstone Project

Jan - May 2022

Working on We The People, I have so far created a ranger station POI. I created this space using Unreal 5 and their modeling and terrain tools specifically. This has been a great experience so far as I have gained further proficiency in these workflows. For each POI, I am planning out each space, obtaining approval of the design, and finally presenting a polished blockmesh space to be incorporated into the overall team project.

In Pirate Outpost, I wanted to create a POI that utilized the tool sets within UEFN and learn the workflow. I put an emphasis on verticality and multiplayer battle royal combat when building this space. For this project, I utilized the kit and prop pieces available within UEFN, as well as some modified prefab buildings to make this island. This was a really great exercise for me getting back into Unreal and also learning about the UEFN pipeline.

In Sunline, I was brought on as a level designer for the teams second semester of development. I was responsible for planning out, greyboxing, and set decoration for level 3. I was also responsible for adding onto the teams previous level 2 to create gameplay moments that gave players the chance to use new mechanics.

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