--- title: 'Senior Combat Designer - Blight: Survival | Concepteur·rice de Combat Sénior·e - Blight: Survival at Behaviour Interactive' canonical: 'https://feeny.ai/job/senior-combat-designer-blight-survival-concepteur-rice-de-combat-senior-e-vvfrfhk1qgpp' type: 'job' last_seen: '2026-09-08' --- # Senior Combat Designer - Blight: Survival | Concepteur·rice de Combat Sénior·e - Blight: Survival at Behaviour Interactive - **Company:** Behaviour Interactive - **Location:** Montréal, Canada - **Employment:** temporary - **Work type:** hybrid - **Posted:** 2024-09-06 - **Last confirmed live:** 2026-09-08 - **Apply:** https://jobs.lever.co/bhvr/e8f9fa42-13bd-4521-bfbb-8ec216b6d1da ## Job description Blight: Survival is a cooperative action-horror game set in a brutal medieval world. Face monstrous foes in visceral 3rd person combat as your journey through beautifully decaying lands where every encounter is a tense battle for survival. As Senior Combat Designer, you will closely work with the Senior Design Director and other team members to deliver high quality features from conception to implementation. You must be able to create complex designs based on the core pillars of the game established by the Directors. You will be required to document, implement, iterate and balance your features until they have reached the required level of quality. In this role you will : - Design, implement, and iterate on melee and ranged combat systems to create engaging and impactful player. experiences. - Define weapon identities, movesets, combat mechanics, and gameplay behaviors that make each weapon feel unique and satisfying to use. - Develop and balance core combat systems including damage types, armor interactions, status effects, stagger systems, and combat progression. - Collaborate with Animation, AI, Programming, VFX, Audio, and UX teams to improve combat feel, responsiveness, and overall gameplay quality. - Prototype, test, tune, and document combat features throughout development using Unreal Engine and internal tools. - Analyze player experience, identify gameplay issues, and continuously refine combat balance to support the game's survival and cooperative pillars. What we're looking for : - 9+ years of experience in the video game industry, including significant experience designing and balancing combat systems on shipped titles. - Strong understanding of melee combat design, weapon balancing, enemy interactions, player feedback, and game feel. - Experience with 3Cs (Character, Camera, Controls) and their impact on creating responsive and satisfying combat experiences. - Experience working on third-person action, action-RPG, multiplayer combat, or melee-focused games. - Proficiency with Unreal Engine and Blueprints for prototyping, implementation, and iteration purposes is considered a strong asset. - Excellent communication and collaboration skills, with the ability to work effectively across multiple disciplines. Dans ce rôle vous devrez : - Concevoir, implanter et faire évoluer des systèmes de combat au corps à corps et à distance afin de créer des expériences de jeu engageantes et percutantes; - Définir l’identité des armes, leurs ensembles de mouvements (movesets), leurs mécaniques de combat et leurs comportements de gameplay afin que chaque arme soit unique et satisfaisante à utiliser; - Développer et équilibrer les systèmes de combat fondamentaux, incluant les types de dégâts, les interactions avec l’armure, les effets d’état, les systèmes d’étourdissement (stagger) et la progression en combat; - Collaborer étroitement avec les équipes d’animation, d’IA, de programmation, de VFX, d’audio et d’UX afin d’améliorer les sensations de combat, la réactivité et la qualité globale de l’expérience de jeu; - Prototyper, tester, ajuster et documenter les fonctionnalités de combat tout au long du développement à l’aide d’Unreal Engine et des outils internes; - Analyser l’expérience des joueur·euse·s, identifier les enjeux de gameplay et affiner continuellement l’équilibrage du combat afin de soutenir les piliers de survie et de coopération du jeu. Ce que nous recherchons : - 9+ années d’expérience dans l’industrie du jeu vidéo, incluant une expérience significative en conception et en équilibrage de systèmes de combat sur des titres commercialisés; - Excellente compréhension du design de combat au corps à corps, de l’équilibrage des armes, des interactions avec les ennemis, de la rétroaction au joueur et des sensations de jeu (game feel); - Expérience avec les 3C (personnage, caméra et contrôles) et compréhension de leur impact sur la création d’expériences de combat réactives et satisfaisantes; - Expérience sur des jeux d’action à la troisième personne, des jeux d’action-RPG, des jeux multijoueurs axés sur le combat ou des jeux mettant l’accent sur le combat au corps à corps; - Maîtrise d’Unreal Engine et des Blueprints pour le prototypage, l’implantation et l’itération, un atout important; - Excellentes aptitudes en communication et en collaboration, avec la capacité de travailler efficacement avec plusieurs disciplines. Blight: Survival est un jeu d’action-horreur coopératif se déroulant dans un univers médiéval brutal et impitoyable. Affronte des créatures monstrueuses dans des combats viscéraux à la troisième personne à mesure que tu explores des contrées magnifiquement ravagées par la corruption, où chaque affrontement devient une lutte intense pour ta survie. En tant que Concepteur·rice de Combat Sénior·e, vous travaillerez en étroite collaboration avec le Directeur principal du design ainsi qu'avec les autres membres de l'équipe afin de livrer des fonctionnalités de haute qualité, de la conception jusqu'à leur implantation. Vous serez appelé·e à concevoir des systèmes de combat complexes alignés sur les piliers fondamentaux du jeu définis par la direction. Vous devrez documenter, intégrer, faire évoluer et équilibrer vos fonctionnalités de manière itérative jusqu'à l'atteinte du niveau de qualité attendu. ## About Behaviour Interactive ## Company Overview - **One-liner**: Behaviour Interactive is Canada’s largest independent video game developer and publisher, best known for the award-winning multiplayer horror game *Dead by Daylight*. - **Entity Type**: Private (independent, no public funding rounds disclosed) - **Headquarters**: Montreal, Quebec, Canada - **Founded**: 1992 - **Founders**: Rémi Racine (co-founder and CEO) ## Core Business - **Primary industry**: Video game development and publishing (original IP, work-for-hire, immersive entertainment) - **Target customers**: B2B (major publishers like Microsoft, Sony, EA, Warner, Netflix, Take Two) and B2C (60+ million players of *Dead by Daylight*) - **Mission or purpose**: “To reimagine what video games can do and bring those ideas to life” – with a strong emphasis on work-life balance and team well-being. ## Products & Services - **Dead by Daylight**: Asymmetric multiplayer horror game (flagship IP, surpassed 60 million players across all platforms). - **Work-for-Hire / Co-Development**: Full- and co-development services for partners including Microsoft, Sony, EA, Warner, Netflix, and Take Two. - **Original Games**: Internal development of new IP and publishing titles from emerging partners. - **Immersive Entertainment**: Large-scale location-based experiences and multimedia installations for leading international brands. - **Proprietary Backend Technology**: Custom backend platform currently live on multiple games, supporting millions of players worldwide. ## Market Standing - **Valuation/Market Cap**: Not publicly disclosed (private company) - **Key Metric**: Annual revenue of **$285M** (LinkedIn, 2026); headcount of **1,017** (+4.3% YoY) per LinkedIn, while the company’s about page reports “more than 1,200 employees” across studios in Montreal, Toronto, Seattle, the UK, and the Netherlands. - **Notable Investors/Partners**: Clients include Microsoft, Sony, EA, Warner, Netflix, Take Two. Acquired Red Hook Studios (Darkest Dungeon) in 2024 and The Fun Pimps (7 Days to Die) in 2026. - **Growth Signals**: Steady headcount growth (+52 people YoY), expansion into new studios (Seattle, Rotterdam, UK), and continued acquisition of independent studios to strengthen IP portfolio. ## Competitive Advantages - **Proprietary tech & live operations**: In-house backend and dedicated Live Operations group (product managers, data analysts, community managers) integrated early in production for data-driven decision making. - **Deep industry relationships**: Decades-long partnerships with top-tier publishers; proven track record of delivering on time and on budget. - **Strong original IP**: *Dead by Daylight* is a cultural phenomenon with a massive, engaged player base and ongoing content updates. - **Talent retention**: Known for avoiding crunch, promoting work-life balance, and being recognized as a Great Place to Work in Canada. ## Strategic Focus - **Three-pillar strategy**: Original games (new internal projects), work-for-hire services (for external partners), and immersive entertainment (location-based experiences). - **Expansion through acquisitions**: Recent purchases of Red Hook Studios and The Fun Pimps to bring established IP and talent in-house. - **Growing the *Dead by Daylight* universe**: Development of new titles set in the same world (e.g., “Project T” was cancelled, but the franchise remains a priority). ## Why Work Here - **Culture**: Strong emphasis on work-life balance – “no crunch” is a stated policy. Flexible hybrid model (remote Monday/Friday, in-office Tuesday–Thursday). - **Benefits**: Top-notch group health insurance, generous paid time off, reimbursement for wellness/gaming/transportation/WFH expenses, retirement savings plan, and training programs. - **Ownership of side projects**: Employees are free to work on personal projects outside of work (if no conflict of interest) and retain 100% IP. - **Relocation support**: Immigration and mobility team assists with work permits, temporary housing, and settling in for international hires. - **Recognition**: Named one of Canada’s 50 Best Workplaces (Great Place to Work Institute), Best Managed Company (Deloitte), and Most Admired Corporate Cultures (Waterstone Human Capital). ## Sources 1. [bhvr.com/jobs](https://www.bhvr.com/jobs/) 2. [bhvr.com/about-us](https://www.bhvr.com/about-us/) 3. [linkedin.com/company/behaviour-interactive](https://linkedin.com/company/behaviour-interactive) 4. [en.wikipedia.org/wiki/Behaviour_Interactive](https://en.wikipedia.org/wiki/Behaviour_Interactive) 5. 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