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

Unannounced Project
Aug 2022 - Feb 2025
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
Pirate Outpost
Unreal Editor for Fortnite
Solo Battle Royal POI
July 2025
Sunline
Unity 3D
Senior Capstone Project
Jan - May 2022
Urban Market
Unreal Editor
Solo COD Scale Level Blockout
Jan - May 2022
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.
In Urban Market, I set out to create a blockout of a small scale multiplayer map that utilized Call of Duty proportions. For this map: I created a greybox blockout of the main geometry within the map and I created interactive elements with Blueprints to make the level feel more alive. This level helped me further my experience with Unreal Engine and gain more overall experience greyboxing.