← Back to DownloadsMONGRIL LABS

Mongril Labs / library

Production planning archive

Historical role descriptions from the old site, not an active hiring plan or schedule. Superseded cost comparisons and delivery promises are deliberately excluded. Brett’s studio introduction remains the current statement of approach.

Explore the studio library

Graphics Engineer / Technical Artist (Rendering)

How the game draws — the hand-inked line look, lighting and shaders that keep the art faithful on a phone.

Unity 6, URP, HLSL/Shader Graph, Metal, iOS profiling.

Gameplay Programmer

What the player does — digging, tools, energy and detection.

Unity 6, C#, New Input System.

Systems Programmer (World-State & Persistence)

The engine that remembers the world — damage, weather and progress that persist across a run, inside a memory budget.

Unity 6, C#, systems architecture, memory profiling.

Build & Release Engineer (iOS)

Turns the project into a signed app on the iPad, reliably.

Unity build pipeline, Xcode, iOS signing, IL2CPP/ARM64.

Technical Artist — Asset Pipeline

Gets the hand-drawn art out of Photoshop and Fresco into the game at full fidelity.

PSD, SVG/vector, Photoshop/Fresco, Unity import.

Animator

Brings characters and the villain to life in motion.

2D animation, Fresco motion layers, compositing.

Lighting Artist

The sky, sun, moon and shadows across the day/night cycle.

Unity lighting, URP post-processing, celestial math.

VFX Artist

The spectacle — gore, weather, explosions and craters.

Unity VFX/particles, shaders, performance budgeting.

UI/UX Designer & Front-End Engineer

The on-screen interface — tool tray, action button, scoreboard and menus.

Mobile UI/UX, Unity UI, haptics, PSD.

Audio Designer & Composer

Sound effects, ambience and music.

Sound design, Unity audio, composition.

Narrative Writer

Dialogue, lore, in-world news and epitaphs.

Game writing, world-building, script.

QA Engineer

Breaks it before players do; verifies every build.

QA methodology, Unity, iOS device testing.

Producer

Runs the schedule, scope and delivery.

Production management, game pipelines.

Imported 5 October 2026. Text and catalogue are local snapshots; images, audio and embedded players still use their existing hosts. No background synchronisation. Archived material is not a current delivery promise.