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.