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Salary
$51k – $128k per year (Estimated)
Location
Remote/Hybrid (Montreal, Canada)
Seniority
Senior · 7+ years exp
Employment
Full-Time
Overview
Company
Impact
Profile match
Behaviour Interactive (BHVR) is a major Canadian video game developer headquartered in Montreal, Quebec, founded in 1992. The company is best known as the creator and developer of the popular asymmetrical multiplayer horror game Dead by Daylight. In addition to developing its own original titles, the studio provides co-development and work-for-hire services for major international publishers and entertainment franchises.

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 rôle tu devras :

  • Prendre en charge une carte pendant toute la durée du prototype, en la faisant évoluer d’un blocage initial (blockout) jusqu’à un niveau jouable finalisé, intégré à la direction artistique;
  • Concevoir et itérer sur des cartes multijoueurs, arènes et champs de bataille pour un FPS asymétrique, en équilibrant des espaces lisibles et bien structurés avec des options tactiques significatives et une utilisation marquée de la verticalité;
  • Définir les règles de navigation du jeu et les traduire en implications concrètes pour le gameplay;
  • Établir et maintenir métriques de level design du jeu (échelle, rythme, espacement des couvertures, distances d’engagement, temps de déplacement/traversée) afin de soutenir plusieurs modes de déplacement et de traversée;
  • Collaborer étroitement avec le Directeur artistique, les équipes techniques et les artistes d’environnement, en créant rapidement des prototypes dans Unreal Blueprints afin de valider les concepts de gameplay avant leur passage en production;
  • Contribuer à définir et à préserver la boucle de gameplay principale pendant la phase de prototypage, en privilégiant les éléments essentiels plutôt que l’ensemble du périmètre du jeu.
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