Board read
July 17, 2026
The Quiet Part, Out Loud
Riot files every unannounced project under the same fig leaf: "Unpublished R&D Product." The fig leaf slipped. Here is how the first paragraph of a Staff Software Engineer listing in Sydney describes the team, grammar theirs:
"Our Sydney-based team contributes to the unpublished R&D Product. A highly anticipated Riot MMO, collaborating globally to build next-generation features and technology."
That is Riot's own recruiting copy calling the project what it is. The engineering manager posting for the same group does it too, mid-sentence: the hire will be "tech lead of Automation & Build Systems on our unpublished MMO." Riot announced this game at the end of 2020 and reset it in 2024, and official words have been scarce ever since. The careers board is where the project actually talks.
So what does the board say today? Four live roles carry Riot's own MMO product tag. One technical artist in Los Angeles, one technical artist in Sydney, and two build-systems engineers in Sydney, one of them the manager who will hire more. When we pulled this filter on July 2 it held two roles; today it holds four. The two additions are not freshly posted, though. Both have been live since May, and they surface under the MMO tag only now. The other two have been open since February 20 and March 17, and that is not a correction of our earlier coverage, it is the story. Riot has a senior seat it has not filled in nearly five months, another going on four, and it keeps adding chairs next to them.
The Roles, Read Properly
Here is each posting, what it actually asks for, and what we think it means. Tap a role.
Senior Technical Artist, Animation
The person who builds the animation systems for "player characters, NPCs, creatures, and props" in what the posting plainly calls "our upcoming MMO." The tell is one word: split-body. Layered upper and lower body animation is the machinery that lets a character keep running while swinging or casting, and nobody builds it for a game where you stand still and trade turns.
What the posting asks for
- State machines, layered animation, and "override logic supporting split-body for player characters, NPCs, creatures, and props."
- Retargeting that supports "characters and creatures of varying proportions while minimizing animation counts."
- Optimization "to meet performance and memory targets" across "massive multiplayer environments."
- 8+ years of experience, deep Unreal Engine animation workflow expertise; runtime IK and motion warping are on the wish list.
Manager, Software Engineering, Automation & Build Systems
The future tech lead of Automation & Build Systems "on our unpublished MMO." They will run a team of 2 to 6 engineers, and the posting says outright that part of the job is to "identify, interview, and hire software engineers to scale the team." A manager req is never just one hire. It is a forecast.
What the posting asks for
- "Design and implement solutions for large scale automation and build tooling across a distributed network of servers."
- "Work with the Core Tech Engineering Manager in Los Angeles to plan, roadmap and deliver on the needs for content creation, stability, and testing."
- "Troubleshoot live service issues as part of an on-call rotation."
- Experience developing "real-time online multiplayer games using Unreal Engine," or a similar engine per the posting; the wish list adds "game server architecture" experience and "working knowledge of Iris."
Senior Technical Artist, Tools & Pipeline
The role that industrializes art production. The posting wants someone to "define and level up the end-to-end workflow" for "Character Art, Animation, Environment Art, Audio, and VFX," and to keep "multiple teams" working "in parallel production streams." It also names the engine version: Unreal Engine 5, as a hard requirement.
What the posting asks for
- End-to-end workflow ownership across five art disciplines.
- "Scalable artist tools and workflows to support multiple teams in parallel production streams."
- "Professional experience working in Unreal Engine 5," plus Python tooling with PySide and PyQt.
- Reports to a Manager of Technical Art and works with a Tech Art Director "abroad."
Staff Software Engineer, Automation & Build Systems
The senior hands for the team the manager above will run, on what the posting calls the "Automation & Release Systems team." This is the listing that puts "A highly anticipated Riot MMO" in plain text, and its title carries a plea: Sydney-based, relocation and visa sponsorship provided. Riot is willing to import this person from anywhere on the planet.
What the posting asks for
- "Large scale automation and build tooling across a distributed network of servers."
- "Work with the Core Tech Leadership in Los Angeles to architect & deliver on the needs for content creation, stability, and testing."
- "Troubleshoot live service issues as part of an on-call rotation."
- Unreal Engine multiplayer shipping experience required; the wish list wants MMO-scale build systems and, again, "working knowledge of Iris."
Sydney Is the Tell
Three of the four MMO-tagged roles sit in Sydney, and Sydney is not a random pin on the map. Riot bought this studio. In October 2022 it acquired Wargaming Sydney, the team that grew out of BigWorld Technology, the Australian middleware house whose server tech, by Riot's own announcement, powered World of Tanks and more than thirty other online games and once held the Guinness record for the most players on a single MMO server. The same announcement said Riot was buying experience in "next-generation game development tools and servers."
Two honest caveats, because precision is the point of this series. Riot never publicly said the MMO is where that team's work goes; the announcement framed the deal around live games and central tech. And Wargaming kept the BigWorld engine itself; Riot bought the studio and its people, not the middleware. What the careers board adds is the connective tissue: the MMO-tagged build-systems team is being assembled at the studio Riot bought for exactly this kind of engineering. We laid out the Sydney and Singapore geography when the MMO's executive producer thanked both studios in June; this month's board turns that from a thank-you note into headcount.
And the four tagged roles undersell it. Riot's board files most of Sydney's unpublished-project openings under a second product label, "Riot Discovery," and three of those listings read like the same team wearing a different badge:
Senior Technical Artist, Tools and Pipeline
Posted June 19. The job description is nearly word-for-word identical to the MMO-tagged pipeline role above, down to the same five disciplines and the same reporting chain. Same team, second seat.
Technical Art Manager
Same day, June 19. Manages the technical artists the other two listings hire, owns "parallel production streams" pipelines, and reports into a Senior Manager and a Tech Art Director. That is three layers of tech art management for one quiet project.
Staff Software Engineer
Open since July 2025, relocation provided. Owns "build, release, delivery & the related tooling" for an unpublished R&D title. If it walks like the Automation & Release Systems team and hires like it, we count it.
Strictly by Riot's own tags: four MMO roles. Realistically: closer to seven, and almost all of them are the same kind of job. Not designers or writers: people who make the machine that makes the game.
The Ramp, Wave by Wave
We have been reading this board since the project's reset era, and the shape of the hiring tells its own story. Every wave below links to the coverage at the time.
Foundation engineering2 roles
Server systems and core tech staff engineers in Los Angeles, the first hiring covered here after the reset. The read at the time.
World tech and living systems~6 roles
Environment tech art with procedural generation, gameplay, AI, and animation engineering. This is where a posting first quoted Unreal Engine 5 requirements in full, nine months before the engine got "confirmed" yet again, and where the case for a 2029 window was first made.
The principal blitz5 roles
Five listings at once, four of them principal-level: gameplay design, narrative, rendering, and animation, plus a producer. The hiring blitz was the board's loudest month.
Names, not listings
WoW combat veteran Brian Holinka joined and confirmed an internal playtest exists; the executive producer publicly thanked Sydney and Singapore.
The postings, read in full2 roles
The LA animation and Sydney build-systems listings, read line by line: Unreal named, on-call rotations, follow-the-sun structure. That analysis still stands; both seats remain open.
The Sydney stack4 tagged, ~7 real
Two pipeline and release-systems roles surface under the MMO tag beside the two unfilled ones, plus three near-identical Sydney listings under a different product label. Nearly every open seat is factory, not feature.

What This Does to the Timeline
Job boards are a leading indicator because studios staff for the phase they are entering, not the phase they are in. Concepting looks like directors and principals. Early production looks like systems engineers and a first wave of senior artists. Mid production looks like exactly this board: pipeline industrialization, build and release automation, an internal service healthy enough to page people at night, and management layers forming under the leads. Launch ramp looks like what is still missing here: QA blitzes, localization, live operations, community, marketing.
Read against that curve, the current board says mid production and scaling. That fits everything else we can verify: an internal playtest senior hires have actually seen running, a content pipeline being tooled for parallel streams, and a build farm growing a management chain. It also fits the 2029 window we argued for back in October. Nothing in today's listings argues for sooner. A team still importing its release engineers is not six months from a beta.
The honest way to hold that estimate: watch the same filter for the phase change. When the tools and pipeline listings give way to QA, localization, and live ops in volume, the clock to a public date starts. Until then, Riot is doing the unglamorous thing the genre's graveyard says you must do first. It is building the factory before showing the product, and it is building the factory in the city where it bought two decades of MMO server scar tissue.
Check the board yourself: riotgames.com careers, filtered to MMO. Roles rotate, and the churn is its own signal.
Your Read
When should Riot first show the MMO?
Sourced from Riot's live Greenhouse board on July 17, 2026, including Riot's own product tags in the listing metadata. Postings rotate, and salary bands are the ranges Riot publishes on each listing. No release date is implied or claimed. Analysis by RuneGrove.



