top of page

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

BendStudio_2022.png

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

SUNLINE_LOGO.png
UrbanMarket.jpg
HS_Thumbnail.JPG

Sunline

Unity 3D

Senior Capstone Project

Jan - May 2022

Urban Market

Unreal Editor

Solo COD Scale Level Blockout

Jan - May 2022

Hilltop Storage

Hammer Editor​

Solo Team Fortress 2 Mod

Sept - Dec 2021

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.

In Hilltop Storage, I was the sole designer for this King of the Hill style map. I was responsible for every aspect of the project including planning, greyboxing, prop placement, texturing, and lighting. This was my first multiplayer level design project. I learned a lot about designing for not only a multiplayer space, but also how to plan for multiple classes and player types.

bottom of page