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Mithrall is a seamless, contested open world game where players reshape biomes and build kingdoms. AnkleBreaker Studio near Paris is seeking a Senior 3D Environment Artist to craft alive biomes, modular dwarven architecture, and expansive spaces that perform at scale.
You will work with design, code, and art teams to ensure world-building supports exploration, building, and territory combat, while targeting performance and quality in Unity URP.
Mithrall: Realm of the Dwarves is a fantasy survival sandbox MMO built in Unity URP. Players are dwarves: they terraform the land, build their kingdoms, craft in the world rather than in menus, trade in a player-driven economy and fight over territory in hardcore PvP with full-loot death, across a seamless, contested open world. The game has already been through a public playtest, and you can wishlist it on Steam.
AnkleBreaker Studio is an independent studio near Paris: ten people, all senior. At our size there is no validation layer, only people who make things. We work hard, we build in person, and we share the upside: every shipped title returns a slice to everyone who built it. We use AI We use AI, and we would rather say it upfront. Tools and techniques move fast, and our workflows change regularly with them. If you join us, you need to be ready to work with the latest techniques. We will train you on them. You also need to stay at the cutting edge, technically and in performance, and to be at ease when the way we work changes. We are looking for ambitious people who want to build the biggest games of tomorrow.
Mithrall is a seamless, contested open world that players reshape: they terraform the land and build their own kingdoms on it. We are looking for a Senior 3D Environment Artist to build biomes that feel alive, hold together when players dig into them, and run well at scale.
Full-time, permanent contract (CDI), on‑site at our studio near Paris (Le Pecq / Le Vésinet, on the RER A line). A small, senior team that works hard and builds together. You will work directly with design, code and the rest of the art team. We talk compensation openly on the first call.