MOLTEN ANVIL

Careers

Three open roles

We hire slowly and we tell you where you stand at every stage. Expect a portfolio or code conversation, one technical deep-dive, and a session with the people you would actually sit next to.

The studio works in Polish and English; English is the written working language, so all documentation, code review and meetings that involve the whole team happen in English. You do not need Polish to work here, though most of the office speaks it and we will pay for lessons if you want them. We offer relocation support to Kraków including flights, one month of temporary accommodation, and help with the residence permit and PESEL paperwork for you and anyone moving with you.

To apply, send a CV and a short note about what you have shipped to careers@moltenanvil.com with the role name in the subject line. No cover letter template, please — three honest paragraphs beat three pages.

Senior Engine Programmer (Rendering)

Kraków — on-site / hybrid (3 days in studio)

You will work on the rendering side of our Unreal Engine 5 branch for Ironclad Siege, where destructible geometry, competitive frame-time budgets and a very wide spread of player hardware fight each other constantly.

Responsibilities

  • Own frame-time budgets across the supported GPU range and drive the profiling work that keeps us inside them.
  • Extend and maintain our destruction rendering path, including mesh streaming and LOD behaviour for geometry that changes mid-round.
  • Work with design and art on the cost of new maps and materials before they are built, not after.
  • Investigate GPU crash and hitching reports coming out of live telemetry and driver-specific bug reports.
  • Maintain our upstream engine merges and keep local rendering changes reviewable.

Requirements

  • Strong modern C++ and at least one shipped title with meaningful rendering ownership.
  • Practical experience with DirectX 12 or Vulkan, and comfort reading GPU captures in RenderDoc or a vendor profiler.
  • Experience working inside a modified Unreal Engine branch.
  • Able to explain a performance trade-off to a designer without either party leaving annoyed.

Live Operations Engineer

Remote (EU time zones) or Kraków — hybrid

You will join the live ops group that keeps Ironclad Siege running: build pipelines, server fleet, telemetry and the on-call rota. This is engineering work on a shipped game, with the fast feedback and the unglamorous hours that implies.

Responsibilities

  • Operate and improve the dedicated-server fleet, including capacity planning around season launches and regional demand.
  • Own the release pipeline from build farm to Steam depot, including staged rollout and rollback procedure.
  • Build and maintain the dashboards live ops, design and QA use to spot regressions in match quality and hit registration.
  • Take part in a shared on-call rotation (roughly one week in five) with a documented, blame-free incident process.
  • Write the post-incident reports and make sure the follow-up work actually gets scheduled.

Requirements

  • Several years running production services, with real experience of Linux, containers and infrastructure-as-code.
  • Confident in at least one of Python, Go or C# for tooling and automation.
  • Comfortable with metrics and log pipelines and with defining what "healthy" means for a service.
  • Games experience is welcome but not required; interest in how a match server behaves under load is.

Multiplayer Systems Designer

Kraków — on-site / hybrid (3 days in studio)

You will design and tune the systems around a round of Ironclad Siege: economy, objective pacing, ranked progression and the rules that decide who plays against whom.

Responsibilities

  • Design and iterate on ranked progression, placement and matchmaking rules, working from real match data rather than intuition alone.
  • Tune round economy and objective pacing across the map pool and defend those numbers in playtests.
  • Write clear, versioned design specs that engineering and QA can implement and test against.
  • Run structured internal playtests and turn the results into a short list of changes, not a wish list.
  • Work with community and live ops on how balance changes are explained to players.

Requirements

  • At least one shipped competitive multiplayer title with systems ownership, or equivalent depth in a live modded or community-run competitive environment.
  • Comfortable querying and reasoning about match telemetry; SQL or a spreadsheet you are not embarrassed by.
  • Able to write a specification that survives contact with an engineer.
  • Willing to be wrong quickly in a playtest and say so.

Nothing here for you?

We keep speculative CVs on file for twelve months and do come back to them when a role opens. Send it to careers@moltenanvil.com. We do not accept outsourcing or agency approaches at that address.