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Named aftera crossover.

In basketball, an ankle breaker is the move that leaves a defender on the floor. We help studios make that kind of move: the one the competition did not see coming.

A studio first

AnkleBreaker started in 2023 near Paris as a game studio. We make our own games, and we sell the tools and art we build for them: 41 packages on the Unity Asset Store today, plus Unity MCP, an open‑source bridge between AI assistants and the Unity Editor.

AnkleBreaker Consulting is how other teams get that experience. Studios, publishers and tech companies bring us in for multiplayer, Unity engineering, pipelines, AI tooling and art, from indie projects to platforms that raised millions.

Visit AnkleBreaker Studio

What we hold ourselves to

We ship our own games

Mithrall, Kickdom and Potion Together keep our skills honest. The advice you get comes from production, not slides.

We open‑source what we can

Unity MCP and our Unity libraries are public on GitHub. Anyone can read the code, and many developers build on it.

Automation before features

Pipelines, tests and telemetry come first, so the team spends its time on the game instead of on release day.

Transparent by default

Clients see our daily commits and follow the work as it happens. No surprises at the milestone.

Small team. Senior hands.

The people who answer your email are the people who write the code, build the art and run the servers. We work from Le Pecq, near Paris, and with teams anywhere.

What the team covers

Network and backend engineering
Netcode, game servers and the tools that keep them up.
Unity engineering
Gameplay systems, editor tooling and performance.
Technical art
Shaders, effects and the pipeline between art and code.
3D and environment art
Characters, props and worlds in a stylized hand.
Game design
Systems, economies and the first hour of play.
DevOps and live operations
Builds, deployment and the game after launch.

How a project runs

More about the studio
  1. 1

    Architecture first

    We start with your requirements and design the technical architecture that will carry them, before writing gameplay code.

  2. 2

    Automation from day one

    Build, test and deployment pipelines go in during the first week, so every change is playable and nothing ships by hand.

  3. 3

    Development in the open

    Our daily commits are visible to you. Track progress and give feedback while the work is happening, not after.

  4. 4

    Fast, senior delivery

    A small senior team moves quickly without trading away quality or attention to detail.

  5. 5

    Test and refine

    We test and polish until the work meets our standard and yours.

Got a game to ship?

Tell us where the project stands and what is in the way, and we will tell you how we can help.