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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.
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.
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.
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.