Francois Roughol

World Design Director

World Director - Exoborne

World Director - Exoborne

Genre: Extraction Shooter - Publisher: Sharkmob/Tencent - Years: 2022 - Present

Genre: Extraction Shooter
Publisher: Tencent / Level Infinite
Years: 2022 - Present

Global design and production direction for the world team (level design, level art, environment art, tech art, assets, activities, world lore, loot) across two studios: Sharkmob (Malmö, Sweden) and Yager (Berlin, Germany)

Global design and production direction for the world team (level design, level art, environment art, tech art, assets, activities, world lore, loot) across two studios: Sharkmob (Malmö, Sweden) and Yager (Berlin, Germany)

Associate Design Director
Beyond Good and Evil 2

Associate Design Director
Beyond Good and Evil 2

Associate Design Director
Beyond Good and Evil 2

Publisher: Ubisoft - Years: 2020 - 2022

Publisher: Ubisoft
Years: 2020 - 2022

  • Principal designer of System 3’s planets and moons.

  • Design documents of all planets locations, environments, back-story, corporations and factions, resources, world items, a religion and the game’s currency.

  • Principal designer of System 3’s planets and moons.

  • Design documents of all planets locations, environments, back-story, corporations and factions, resources, world items, a religion and the game’s currency.

Senior Mission Designer - Ghost of Tsushima

Senior Mission Designer
Ghost of Tsushima

Senior Mission Designer
Ghost of Tsushima

Genre: Action/Adventure - Publisher: Sony Interactive Entertainment - Years: 2015 - 2019

Genre: Action/Adventure
Publisher: Sony Interactive Entertainment
Year: 2015 - 2019

Genre: Action/Adventure - Years: 2015 - 2019
Publisher: Sony Interactive Entertainement

  • Principal Design of Ghost of Tsushima’s Golden Path missions.

  • Extensive research of feudal-era Japan and early Shintoism/Buddhism to create game lore.

  • Design of prototype gameplay features such as the fox and bird leading players to shrines.

  • Lead Mission Design of 2018 E3 Mission, hand scripted narrative and gameplay beats for the reveal of the game.

  • Principal Design of Ghost of Tsushima’s Golden Path missions.

  • Extensive research of feudal-era Japan and early Shintoism/Buddhism to create game lore.

  • Design of prototype gameplay features such as the fox and bird leading players to shrines.

  • Lead Mission Design of 2018 E3 Mission, hand scripted narrative and gameplay beats for the reveal of the game.

Senior Level Designer - BioShock Infinite and Burial at Sea DLC

Senior Level Designer
BioShock Infinite and Burial at Sea DLC

Genre: FPS - Publisher: Take Two / 2K - Years: 2012 - 2013

Genre: FPS
Publisher: Take Two / 2K
Year: 2012 - 2013

  • Design Lead for “Emporia” level and its mission structure in the game’s only non-linear level.

  • Optimization of “Emporia” and design of a secondary story mission for the level, for a total of 2 hours of gameplay.

  • Design Lead for “Emporia” level and its mission structure in the game’s only non-linear level.

  • Optimization of “Emporia” and design of a secondary story mission for the level, for a total of 2 hours of gameplay.

Senior Level Designer - Crysis 2

Senior Level Designer - Crysis 2

Senior Level Designer
Crysis 2

Genre: FPS - Publisher: EA - Years: 2010 - 2011

Genre: FPS
Publisher: EA
Years: 2010 - 2011

  • Early Principal Design of the game’s last level (Central Park).

  • Building and leading of the Optimization team for the entire game, hitting 30 FPS and leading Crysis 2 to a first-submission TRC validation by Microsoft and Sony.

  • Early Principal Design of the game’s last level (Central Park).

  • Building and leading of the Optimization team for the entire game, hitting 30 FPS and leading Crysis 2 to a first-submission TRC validation by Microsoft and Sony.

Game and Mission Designer - Assassin's Creed II

Game and Mission Designer
Assassin's Creed II

Game and Mission Designer
Assassin's Creed II

Genre: Action/Adventure - Publisher: Ubisoft - Year: 2009

Genre: Action/Adventure
Publisher: Ubisoft
Year: 2009

Genre: Action/Adventure - Publisher: Ubisoft
Year: 2009

  • Game and Mission Design of Da Vinci’s Flying Machine.

  • Extensive research of Da Vinci’s codices to select the best gameplay-inducing and most realistic inventions.

  • Early prototypes of all Da Vinci’s inventions subsequently introduced in Assassin’s Creed Brotherhood.

  • Design and implementation of story missions to accompany Da Vinci’s inventions.

  • Game and Mission Design of Da Vinci’s Flying Machine.

  • Extensive research of Da Vinci’s codices to select the best gameplay-inducing and most realistic inventions.

  • Early prototypes of all Da Vinci’s inventions subsequently introduced in Assassin’s Creed Brotherhood.

  • Design and implementation of story missions to accompany Da Vinci’s inventions.

Level Designer - Prince of Persia and Epilogue DLC

Level Designer - Prince of Persia and Epilogue DLC

Genre: Action/Adventure - Publisher: Ubisoft - Year: 2008

Genre: Action/Adventure
Publisher: Ubisoft
Year: 2008

  • Level Design of 8 levels in game and DLC.

  • Design, prototypes and implementation of fight arena metrics and level ingredients for the game.

  • Design and creation of the entire prefab bricks set for Ubisoft’s first ever DLC, made in 6 weeks.

  • Level Design of 8 levels in game and DLC.

  • Design, prototypes and implementation of fight arena metrics and level ingredients for the game.

  • Design and creation of the entire prefab bricks set for Ubisoft’s first ever DLC, made in 6 weeks.

Level Design Tech Director
Dark Messiah

Level Design Tech Director
Dark Messiah

Level Design Tech Director
Dark Messiah

Genre: Action RPG - Publisher: Ubisoft - Year: 2007

Genre: Action RPG
Publisher: Ubisoft
Year: 2007

Genre: Action RPG
Publisher: Ubisoft - Year: 2007

  • Level Design Tech Direction for the port of the game to the Xbox 360.

  • Team-training on the Source engine

  • Additional Design of all levels and their transitions, carrying over all game scripting.

  • Downgrade of the PC assets.

  • Level Design Tech Direction for the port of the game to the Xbox 360.

  • Team-training on the Source engine

  • Additional Design of all levels and their transitions, carrying over all game scripting.

  • Downgrade of the PC assets.

Founder / Lead Level Designer - Day of Defeat:Source DLC

Founder / Lead Level Designer
Day of Defeat:Source DLC

Founder / Lead Level Designer
Day of Defeat:Source DLC

Genre: Multiplayer FPS - Publisher: Valve Software - Year: 2007

Genre: Multiplayer FPS - Publisher: Valve Software
Year: 2007

Genre: FPS Multiplayer
Publisher: Valve Software - Year: 2007

  • Team Lead for Community Map Pack.

  • Creation of the team, selection of the best community-sourced levels to bring them up to Valve’s standard of quality.

  • Level Design Tech Direction to handle all optimization, lighting, rendering and compilation of all 8 levels.

  • DLC Release Management across dozens of hosts and international partners, totaling over 25K downloads in the first 24 hours of release.

  • Team Lead for Community Map Pack.

  • Creation of the team, selection of the best community-sourced levels to bring them up to Valve’s standard of quality.

  • Level Design Tech Direction to handle all optimization, lighting, rendering and compilation of all 8 levels.

  • DLC Release Management across dozens of hosts and international partners, totaling over 25K downloads in the first 24 hours of release.

Level Designer - Rayman Raving Rabbids

Level Designer
Rayman Raving Rabbids

Genre: Minigames - Publisher: Ubisoft - Year: 2006

Genre: Minigames
Publisher: Ubisoft
Year: 2006

  • Level Design of 3 final-challenge levels

  • Design of on-rail FPS and race levels to accompany the game’s arena structure.

  • Level Design of 3 final-challenge levels

  • Design of on-rail FPS and race levels to accompany the game’s arena structure.

© François Roughol - All content and trademarks property of their respective owners

© François Roughol

All content and trademarks property of their respective owners

© François Roughol - All content and trademarks property of their respective owners