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Behavior Interactive Jobs in Quebec (NOW HIRING)

Why Sony Interactive Entertainment? Sony Interactive Entertainment isn't just the Best Place to ... consumer behavior, and technological trends to support senior leaders in shaping the future of ...

A track record of building evaluation datasets, benchmarks, or interactive environments from scratch, including for safetyrelevant properties such as honesty, sycophancy, refusal behaviour, and ...

Support scripted sequences, cinematic beats, AI encounters, and interactive mission moments using ... on team feedback, player behavior, and quality goals. * Help identify, triage, and resolve ...

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Behavior Interactive information

See Quebec salary details

$10

$29

$63

How much do behavior interactive jobs pay per hour?

As of Aug 12, 2026, the average hourly pay for behavior interactive in Quebec is $29.80, according to ZipRecruiter salary data. Most workers in this role earn between $18.27 and $37.74 per hour, depending on experience, location, and employer.

What is the difference between Behavior Interactive vs Game Designer?

AspectBehavior InteractiveGame Designer
Required CredentialsTypically a degree in game design, computer science, or related fieldSimilar; often a degree in game design, arts, or computer science
Work EnvironmentGame development studios, collaborative teamsSame; creative and technical teams in game studios
Industry UsageUsed in companies developing interactive entertainmentCommonly used in game development companies
Search & Comparison IntentUnderstanding roles in game developmentLearning about game development careers

Behavior Interactive and Game Designer roles both require similar educational backgrounds and work environments within the game development industry. While Behavior Interactive is a specific company, a Game Designer is a broader role found across many studios. The main difference lies in the context: Behavior Interactive refers to a particular employer, whereas Game Designer describes a job function that can be found in various companies.

What are popular job titles related to Behavior Interactive jobs in Quebec? For Behavior Interactive jobs in Quebec, the most frequently searched job titles are:
What job categories do people searching Behavior Interactive jobs in Quebec look for? The top searched job categories for Behavior Interactive jobs in Quebec are:
Infographic showing various Behavior Interactive job openings in Quebec as of August 2026, with employment types broken down into 58% Full Time, and 42% Part Time. Highlights an 100% In-person job distribution, with an average salary of $61,981 per year, or $29.8 per hour.

Senior Level Designer - Unannounced Project | Concepteurrice de niveaux seniore - Projet non-annonce

Behaviour Interactive

Montreal, QC • On-site

Full-time

Re-posted 10 days ago


Job description

Are you ready to dive into the world of cutting-edge video game development? Headquartered in Montreal, Behaviour Interactive is at the forefront of the gaming industry, crafting unforgettable experiences across PC, console, and mobile platforms. We're a dynamic, independent studio of over 1200 passionate employees, with studios in Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) and in the UK (Behaviour UK-North & South). Our day to day revolves around two core business focuses: Services and Original Games. Our Services team collaborates with gaming and entertainment giants like Disney, Sony, Activision, and Nintendo, delivering exceptional work-for-hire development and pioneering immersive location-based entertainment (LBE). Meanwhile, our Original Games unit pushes our creative limits, with our signature IPs, including the iconic Dead by Daylight. Join us and be a part of the future of interactive entertainment!

At Behaviour Interactive, we believe in giving everyone a fair shot. We embrace a diverse and creative environment where everyone is celebrated. We value folks of all ages, sex, ethnicity, colour, ethnic or national origin, religion, sexual orientation, gender identity, civil status, disability, or any other protected characteristics as per applicable law.

As a Senior Level Designer, you are the architect of player experience: you build the spaces where every fight, decision, and story moment happens. You think in terms of flow, sightlines, pacing, and risk/reward. You know that a great map is a system as much as it is a place, one that holds up under the weight of dozens of playtests and still surprises players on their hundredth match. You're equally comfortable sketching a rough flow diagram and getting hands-on in engine to block out and test your ideas yourself.
 
At this stage, you won't just execute a brief, you will help define what "good" looks like for the team, mentor through example and partner closely with art, tech, and design leadership to make sure the spaces you build serve both gameplay and vision. 
In this role you will :
  • Take ownership of a map for the full length of the prototype, pushing it from blockout to a polished, art-integrated playable level.
  • Design and iterate on multiplayer maps / arenas / battlefields for an asymmetrical FPS, balancing tight, readable spaces with meaningful tactical options and strong use of verticality.
  • Define the rules of navigation for the game and translate them into concrete gameplay implications.
  • Establish and maintain the level design metrics for the game (scale, pacing, cover spacing, engagement distances, traversal timing) to support multiple modes of traversal.
  • Work hand-in-hand with the Art Director, tech, and environment artists rapidly prototyping ideas in Blueprints to validate gameplay before committing to production.
  • Help establish and protect the core gameplay loop during the prototype phase, prioritizing what's essential over full-game scope.
What we are looking for :
  • Minimum of 7 years of level design experience.
  • Proven experience designing multiplayer maps, arenas, or battlefields: spaces with high replay value, multiple viable strategies, and strong, deliberate verticality.
  • Strong, hands-on experience with Unreal Engine and solid experience with Blueprints, comfortable scripting your own prototypes alongside programmers.
  • Experience shipping or prototyping multiplayer games, with a demonstrated ability to prototype quickly and test gameplay ideas fast.
  • Solid fundamentals in space, pacing, flow, and player guidance, with the ability to project unfinished blockouts into a final art vision alongside the art team.
  • Comfortable designing for sci-fi/futuristic settings and the conventions of FPS / asymmetrical shooters, with strong collaboration skills across distributed teams.
Dans ce role tu devras :
  • Prendre en charge une carte pendant toute la duree du prototype, en la faisant evoluer d'un blocage initial (blockout) jusqu'a un niveau jouable finalise, integre a la direction artistique;
  • Concevoir et iterer sur des cartes multijoueurs, arenes et champs de bataille pour un FPS asymetrique, en equilibrant des espaces lisibles et bien structures avec des options tactiques significatives et une utilisation marquee de la verticalite;
  • Definir les regles de navigation du jeu et les traduire en implications concretes pour le gameplay;
  • Etablir et maintenir  metriques de level design du jeu  (echelle, rythme, espacement des couvertures, distances d'engagement, temps de deplacement/traversee)  afin de soutenir plusieurs modes de deplacement et de traversee;
  • Collaborer etroitement avec le Directeur artistique, les equipes techniques et les artistes d'environnement, en creant rapidement des prototypes dans Unreal Blueprints afin de valider les concepts de gameplay avant leur passage en production;
  • Contribuer a definir et a preserver la boucle de gameplay principale pendant la phase de prototypage, en privilegiant les elements essentiels plutot que l'ensemble du perimetre du jeu.

En tant que Concepteurtrice de niveaux seniore, tu es l'architecte de l'experience joueur : tu creeras les espaces ou se deroulent chaque affrontement, chaque decision et chaque moment narratif. Tu reflechis en termes de flux de deplacement, de lignes de vue, de rythme et d'equilibre risque/recompense. Tu sais qu'une excellente carte est autant un systeme qu'un lieu : elle doit resister a des dizaines de sessions de tests tout en continuant de surprendre les joueurs meme apres leur centieme partie. Tu es aussi a l'aise pour esquisser un diagramme de circulation que pour intervenir directement dans le moteur de jeu afin de creer des prototypes, tester et affiner vos idees.

A ce stade, tu ne te contentes pas d'executer un cahier des charges : tu contribueras a definir ce qui constitue un travail de qualite pour l'equipe, serviras de mentor par l'exemple et collaboreras etroitement avec les equipes artistiques, techniques et de direction du design afin de garantir que les espaces que tu concois servent a la fois le gameplay et la vision du projet.


Prete a plonger dans le monde du developpement de jeux video a la pointe de la technologie ? Base a Montreal, Behaviour Interactif est un acteur majeur de l'industrie du jeu, creant des experiences inoubliables sur PC, console et mobile. On est un studio independant dynamique avec plus de 1200 employes passionnes, et on a des studios a Toronto (Behaviour Toronto), Rotterdam (Behaviour Rotterdam) et au Royaume-Uni (Behaviour UK-North & South). On se concentre sur deux grands axes : les Services et les Jeux Originaux. Notre equipe Services collabore avec des geants du jeu et du divertissement comme Disney, Sony, Activision et Nintendo, en offrant un developpement sur commande de premier choix et en innovant dans le divertissement immersif en lieu fixe (LBE). Pendant ce temps, notre unite Jeux Originaux repousse les limites de notre creativite avec nos IPs emblematiques, comme le fameux Dead by Daylight. Rejoins-nous et fais partie de l'avenir du divertissement interactif !

Chez Behaviour Interactif, on croit en l'equite des chances pour tout le monde et on celebre la diversite des personnes, des perspectives et des idees. C'est donc important pour nous de travailler avec des talents qui proviennent de tous les horizons, et ce, independamment de leur age, sexe, ethnicite, couleur, origine ethnique ou nationale, religion, orientation sexuelle, identite de genre, statut familial, handicap ou toute autre caracteristique protegee par les lois applicables. 
We may use artificial intelligence (AI) tools to support parts of the hiring process, such as reviewing applications, analyzing resumes, or assessing responses and identifying potential inconsistencies or verification signals in application materials based on available information. These tools assist our recruitment team but do not replace human judgment. Final hiring decisions are ultimately made by humans. If you would like more information about how your data is processed, please contact us.
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