Senior Technical Artist

Anklebreaker Studio

Paris

On-site

EUR 50,000 - 75,000

Full time

14 days+
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Benefits offered by this job

Paid time for open source

Job summary

Mithrall is being developed by AnkleBreaker Studio, a small Paris-area indie collective. We seek a Senior Technical Artist to bridge art and code in Unity URP, ensuring visuals are both stunning and performant on large open-world scenes.

You will shape shaders, tooling, and pipelines, collaborating with a veteran team to ship high-quality content while adapting to fast-evolving workflows and cutting-edge techniques. On-site work near Paris is expected.

Qualifications

  • Senior experience as a technical artist in games with at least one shipped title.
  • Strong real-time shader skills, ideally in Unity URP or SRP.
  • Scripting for tools: C# for Unity editor tooling, Python for DCC tools.
  • Profiling experience with the Unity Profiler, Frame Debugger, RenderDoc or equivalent.
  • Ability to speak with artists as one of them and guide visuals.
  • Nice to have Houdini or procedural content experience.
  • Terrain or deformable world rendering experience.
  • Contributions to open-source projects are a plus.

Responsibilities

  • Write and maintain shaders and material systems in URP: terrain, vegetation, characters, effects.
  • Build the art pipeline and the tools around it: export from DCC to Unity, import rules, asset validation, editor tools.
  • Own the performance side of art, with code and design: profiling, LODs and impostors, texture budgets.
  • Set technical standards with the art team and help artists hit them.
  • Prototype visual features gameplay needs.

Skills

Senior technical artist
Shader expertise
Unity URP/SRP
Editor tooling (C#)
Python for DCC tools
Profiling (Unity Profiler, RenderDoc)
Art-technical bridge
Procedural content (Houdini)
Terrain/deformable rendering
Open-source contributions

Tools

Unity
URP
RenderDoc
Houdini

Job description

About Mithrall

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.

About the studio

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.

The role

A large open world, terrain that players reshape, many players on screen: Mithrall puts real pressure on rendering. We are looking for a Senior Technical Artist to be the bridge between art and code in Unity URP, and to make sure what the artists make looks right and runs well.

What you will do
  • Write and maintain shaders and material systems in URP (Shader Graph and HLSL): terrain, vegetation, characters, effects.
  • Build the art pipeline and the tools around it: export from DCC tools to Unity, import rules, asset validation, editor tools.
  • Own the performance side of art, with code and design: profiling, LODs and impostors, texture and draw call budgets.
  • Set technical standards with the art team and help every artist hit them.
  • Prototype the visual features gameplay needs.
What we are looking for
  • Senior experience as a technical artist in games, with at least one shipped title.
  • Strong real-time shader skills, ideally in Unity URP or another SRP.
  • Scripting for tools: C# for Unity editor tooling, Python for DCC tools.
  • Profiling experience with the Unity Profiler, Frame Debugger, RenderDoc or equivalent.
  • Enough art sense to talk to artists as one of them.
  • Nice to have Houdini or procedural content experience.
  • Terrain or deformable world rendering experience.
  • Open-source contributions.
  • We give paid time for open source, and our Unity MCP server is open source.
How we work

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.

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