hirly
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This role has closed. Bhvr has taken the posting down.

hirly last saw it live on 24 September 2026. See similar open roles below, or browse all jobs in Montréal.

Bhvr

Principal Level Designer - Unannounced Project | Concepteur·rice de niveaux principal·e - Projet non-annoncé

Montreal, QC

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hirly's read of this role

Seniority
Lead / management
Country
CA
Work mode
On-site / unstated
First seen by hirly
2 Sept 2026

Derived automatically from the posting.

the posting

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.

Original posting on Bhvr's site ↗

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