Behaviour Interactive Inc. is a leading Canadian video game developer and publisher headquartered in Montreal, Quebec, specializing in original titles and co-development services for major industry partners.[1] Founded in 1992, the company has grown into Canada's largest independent gaming studio with over 1,200 employees as of 2024 across locations in Montreal, Toronto, Seattle, the United Kingdom, and the Netherlands.[1][2]The studio is best known for its flagship franchise, Dead by Daylight, a multiplayer action survival horror game launched in 2016 that has amassed more than 60 million players worldwide as of 2023 across PC, console, and mobile platforms.[2] In addition to original IP development, Behaviour provides external co-development support to prominent publishers including Microsoft, Sony, Electronic Arts, Warner Bros. Discovery, and Take-Two Interactive, contributing to titles across genres while maintaining a focus on innovative, player-driven experiences.[2] The company has received accolades such as GamesIndustry.biz's Best Places to Work in Canada and Deloitte Canada's Enterprise Fast 15 and Best Managed Company awards, underscoring its reputation for excellence and growth in the global gaming industry.[2]
Overview
Company profile
Behaviour Interactive is a Canadian video game developer and publisher founded in 1992 and headquartered in Montreal, Quebec.[1] As Canada's largest independent game studio, it employs more than 1,200 people across global locations, including studios in Montreal, Toronto, Seattle, the United Kingdom, and the Netherlands, following strategic adjustments including layoffs in 2024 and the acquisition of Red Hook Studios in September 2024.[1][3]The company specializes in developing and publishing video games for PC, consoles, and mobile platforms, with a portfolio that spans original intellectual properties and co-development projects.[4] Behaviour Interactive operates as an independent entity, focusing on creating proprietary titles while providing external development services to major industry partners such as Microsoft, Sony, and Electronic Arts.[2]To date, Behaviour Interactive has sold over 70 million games worldwide, underscoring its significant impact in the gaming sector.[1] Its flagship title, Dead by Daylight, exemplifies this success, having attracted over 60 million players globally as of 2023.[2]
Leadership and key figures
Rémi Racine co-founded Behaviour Interactive in 1992 and has served as its CEO and Executive Producer since inception.[1] In 1999, Racine led the effort to buy back the studio from its previous owner, Behaviour Communications, with the support of investors, allowing him to regain control and steer its future direction.[5] Under his leadership, the company has grown into Canada's largest independent game developer, emphasizing creative innovation in titles like the early platformerJersey Devil, where he served as executive producer.[6]Other key figures include Stephen Mulrooney, who joined as Chief Product Officer and CTO, overseeing product development and technical strategy to support the studio's multi-platform expertise in engines like Unity and Unreal.[1] Wayne Meazza serves as Chief Business Officer, managing business development and studio operations, including expansions that have bolstered the company's global footprint.[1] Roland Ribotti acts as Chief Financial Officer, handling financial planning and ensuring sustainable growth amid industry challenges.[7] These executives contribute to a collaborative leadership model focused on long-term stability and innovation.[8]Racine's influence extends to fostering a supportive company culture, particularly through his advocacy for work-life balance, which led to the implementation of a no-crunch policy in 2019.[9] This policy prohibits mandatory overtime during project crunches, prioritizing employee well-being while maintaining delivery timelines, as evidenced by the studio's continued success in meeting deadlines without compromising quality.[10] By promoting flexible schedules and avoiding burnout, Behaviour Interactive has cultivated a reputation for humane practices in the high-pressure gaming industry, attracting talent and enhancing productivity.[1]
History
Founding and early years (1992–2000)
Behaviour Interactive traces its origins to 1992, when it was established in Quebec City, Canada, as Megatoon Entertainment Group by entrepreneur Rémi Racine and his partners. The studio initially operated as a small game development outfit amid the emerging multimedia industry.[11][1]In 1994, Racine co-founded Multimedia Interactive in Montreal, expanding efforts into CD-ROM-based games and interactive media. Both Megatoon and Multimedia were acquired by Malofilm Communications in 1996, leading to their merger the following year into Behaviour Interactive, with Racine serving as general manager. This consolidation marked the studio's early shift toward console game development.[12][13]During the late 1990s, the company focused primarily on licensed titles for the PlayStation 1 platform, capitalizing on the console's popularity. A key early project was Jersey Devil (1998), an original intellectual property developed under the Megatoon banner, featuring a 3D platformer adventure centered on the mythical creature battling mutants in a haunted setting. In 1999, Racine and several investors repurchased the studio from Malofilm Communications. Due to legal constraints on reusing the original name, it was rebranded in 2000 as Artificial Mind and Movement (A2M).[5][14][15]
Growth as Artificial Mind and Movement (2000–2010)
During the early 2000s, Artificial Mind and Movement (A2M) expanded its portfolio by focusing on licensed game development, particularly for major publishers like Disney Interactive Studios and THQ. The studio delivered titles tied to popular franchises, such as the Game Boy Advance adaptation of Ice Age in 2002, which captured the film's adventurous spirit through platforming mechanics. This was followed by Scooby-Doo! Mystery Mayhem in 2003, a multi-platform action-adventure game that emphasized puzzle-solving and exploration across consoles like PlayStation 2 and GameCube. A2M also contributed to the Kim Possible series, including Kim Possible: What's the Switch? in 2002 and Kim Possible 2: Drakken's Demise in 2004, both developed for handheld and console platforms, showcasing the studio's growing expertise in family-friendly, action-oriented tie-ins. These projects solidified A2M's reputation as a reliable partner for adapting animated properties into interactive experiences.[16]By the mid-2000s, A2M broadened its scope to include more ambitious console titles and co-development efforts, targeting platforms such as PlayStation 2, Xbox, and Nintendo DS. Notable releases included Teen Titans in 2006, a beat 'em up game published by THQ that allowed players to control multiple characters from the animated series in cooperative combat scenarios. This period marked A2M's transition to handling larger-scale productions across diverse hardware, with over 120 titles released cumulatively by 2010, selling more than 32 million copies worldwide.[17]Key milestones during this era included A2M's emergence as a preferred studio for movie and TV tie-in games, leveraging partnerships with Disney and Warner Bros. to secure steady work-for-hire contracts. The company grew from a small team of around 50 developers in the early 2000s to a mid-sized operation with over 200 employees by the decade's end, enabling simultaneous multi-platform development and establishing Montreal as a hub for licensed gaming content. However, this reliance on external intellectual properties posed challenges, as it restricted opportunities for original IP creation and left A2M vulnerable to the fluctuating demands of publishers, often prioritizing quick-turnaround adaptations over innovative design.[17][18]
Rebranding and expansion (2010–present)
In 2010, Artificial Mind & Movement rebranded back to Behaviour Interactive, reviving its original name from the 1990s to simplify its identity and leverage historical recognition in the industry.[18][19] This shift marked a strategic pivot toward greater emphasis on original content development while building on its established expertise in co-development projects.During the 2010s, Behaviour Interactive expanded its portfolio through key collaborations, including the co-development of Fallout Shelter with Bethesda Game Studios, released in 2015 as a mobilemanagementsimulation game.[20][21] The studio's launch of Dead by Daylight in 2016 represented its breakout original intellectual property, an asymmetrical multiplayer horror game that drove significant growth and established Behaviour as a leader in live-service titles.[22][23] This period solidified the company's transition from licensed work to innovative, player-driven experiences.Entering the 2020s, Behaviour Interactive pursued aggressive expansion through acquisitions and studio growth to enhance its international footprint. In 2023, it acquired Dutch developer Codeglue, rebranding it as Behaviour Rotterdam to bolster European operations.[24][25] This was followed in March 2024 by the purchase of Montreal-based multimedia firm Fly Studio, integrating expertise in mixed-media production to support broader content creation.[26] Later that year, on September 24, Behaviour acquired Vancouver's Red Hook Studios, known for the Darkest Dungeon series, further strengthening its Canadian presence and narrative-driven development capabilities.[3][27] These moves expanded the company's global studios and workforce, emphasizing live-service games as a core focus.In 2024, Behaviour Interactive faced challenges amid its growth, including the cancellation of Project T, a Dead by Daylight spinoff, leading to the shutdown of its Seattle-based Midwinter Entertainment studio in September.[28][29] Earlier, in June, the company implemented restructuring measures, resulting in layoffs of up to 95 employees—approximately 7% of its workforce—with 70 positions cut primarily in Montreal—to align resources for future priorities.[30][31]By 2025, Behaviour Interactive continued to receive accolades for its management practices, retaining the Gold Standard designation in Deloitte's Canada's Best Managed Companies program, recognizing sustained excellence in private enterprise operations.[32] The company maintained its strategic emphasis on live-service games, leveraging its expanded studios to support ongoing innovation and global market penetration.
Operations
Business units
Behaviour Interactive operates through two primary business units: Services and Original Games, which together form the core of its dual operational structure.[1]The Services unit focuses on co-development and work-for-hire projects for third-party publishers, providing expertise in areas such as game ports, expansions, and adaptations of established intellectual properties. This unit has collaborated with major publishers including Ubisoft, Electronic Arts (EA), Microsoft, and 2K, generating revenue through fixed contracts that leverage the studio's technical proficiency in multi-platform development.[1][33] For instance, it co-developed the mobile game Fallout Shelter for Bethesda Softworks.[20]In contrast, the Original Games unit handles the in-house creation, development, and publishing of proprietary titles, with a strong emphasis on multiplayer experiences and live-service models designed for long-term playerengagement. This unit drives innovation in original intellectual properties, such as asymmetric horror games, and has contributed to the studio's expansion into self-publishing. Behaviour Interactive has sold over 70 million units of its original games, underscoring their role in fueling company growth.[1]The two units collaborate closely, with the Services team often providing technical support and resources to enhance Original Games projects, fostering a symbiotic relationship that optimizes talent allocation. Following the 2016 launch of Dead by Daylight, Behaviour shifted greater emphasis toward the Original Games unit to capitalize on proprietary successes, while the Services unit continues to offer financial stability through diversified contracts.[34][35]
Studios, acquisitions, and workforce
Behaviour Interactive is headquartered in Montreal, Quebec, Canada, which serves as the company's main studio and operational hub.[1] The company maintains additional studios across North America and Europe, including Behaviour Toronto in Toronto, Ontario; Behaviour UK North in Middlesbrough, England, and Behaviour UK South in Truro, Cornwall; Behaviour Rotterdam in the Netherlands; and Red Hook Studios in Vancouver, British Columbia.[1][36] In September 2024, Behaviour Interactive closed its Midwinter Entertainment studio in Seattle, Washington, following the cancellation of an unannounced project.[28]The company has expanded its global footprint through strategic acquisitions, focusing on enhancing expertise in mobile development, animation, and intellectual property. In February 2023, Behaviour acquired SockMonkey Studios, a UK-based developer, renaming it Behaviour UK North to bolster its European presence.[37] Later that year, in August 2023, it acquired Dutch studio Codeglue, known for its mobile game expertise, and rebranded it as Behaviour Rotterdam.[24] In March 2024, Behaviour purchased Montreal-based Fly Studio, a multimedia production firm specializing in animation and mixed-media projects.[26] Most recently, in September 2024, the company acquired Red Hook Studios in Vancouver, securing the rights to the Darkest Dungeonintellectual property.[3]Behaviour Interactive employed approximately 1,300 people worldwide as of June 2024, spanning its studios in North America and Europe.[31] The workforce has grown significantly in recent years, expanding from approximately 575 employees in 2019 to its size in 2024, driven by the success of titles like Dead by Daylight and a focus on talent retention through competitive benefits and professional development opportunities.[31] In 2024, the company underwent restructuring that included layoffs affecting up to 95 positions, with about 70 in Montreal, as part of efforts to streamline operations and align with long-term growth objectives; earlier that year, an additional 45 roles were eliminated, representing less than 3% of the total workforce.[38][30]To support its diverse and distributed team, Behaviour Interactive implements policies emphasizing work-life balance, including a flexible hybrid remote work model that allows employees to work from home on Mondays and Fridays while requiring in-office collaboration midweek.[39] The company also prioritizes diversity and inclusion through initiatives that promote equitable hiring, team harmony, and cultural representation, contributing to its recognition as one of Canada's most admired corporate cultures.[40]
Games
Titles as Artificial Mind and Movement
During its tenure as Artificial Mind and Movement (A2M) from 2000 to 2010, the studio specialized in developing licensed video games, primarily action-adventure and platformer titles tied to popular film and television franchises. These projects often served as promotional tie-ins, adapting narratives and characters from established intellectual properties to engage younger audiences on contemporary console and handheld platforms. A2M's output emphasized accessible gameplay mechanics, such as exploration, puzzle-solving, and combat, tailored to the constraints of licensed content to ensure fidelity to source material while delivering family-oriented experiences.[12]Key titles under the A2M banner included the 2002 Ice Age platformer, developed for multiple platforms including Game Boy Advance, PlayStation 2, Xbox, and GameCube, which followed the film's prehistoric characters on a quest to return a human baby, incorporating side-scrolling levels and simple power-ups reflective of the movie's humor and adventure.[16] Similarly, Scooby-Doo! Mystery Mayhem (2003), released for PlayStation 2 and Game Boy Advance, cast players as Scooby and the gang solving interconnected mysteries across haunted locales, blending point-and-click elements with action sequences to capture the animated series' comedic sleuthing vibe; it received praise for its narrative cohesion but criticism for repetitive puzzles.[41] In 2005, A2M launched Disney's Kim Possible: Kimmunicator exclusively for Nintendo DS, featuring the teenage spy protagonist using gadget-based combat and touch-screen interactions to thwart villains like Dr. Drakken, highlighting the studio's adaptation of Disney Channel properties with innovative use of the DS's dual screens for multitasking gameplay.[42]The 2006 Teen Titans action-adventure game, available on PlayStation 2, GameCube, and Xbox, allowed players to switch between the DC Comics superheroes—Robin, Starfire, Beast Boy, Cyborg, and Raven—in real-time to tackle missions involving combat, stealth, and vehicle sections, staying true to the animated series' team dynamics and episodic storytelling.[43] A2M also contributed to co-development efforts, such as the 2009 X-Men Origins: Wolverine adaptations for select platforms, focusing on intense hack-and-slash mechanics to depict the character's berserker rage and regenerative abilities in line with the film's origin narrative. These games predominantly targeted consoles like PS2, Xbox, GameCube, and handhelds such as GBA and DS, with occasional early digital ports, reflecting the era's emphasis on physical media distribution.[12]Thematically, A2M's portfolio centered on family-friendly licensed properties from publishers including Disney, Warner Bros., and THQ, such as animated films (Ice Age), cartoons (Scooby-Doo!, Teen Titans), and youth-oriented shows (Kim Possible), positioning the studio as a reliable partner in the tie-in market where quick turnarounds were essential to align with media release schedules.[41] This focus enabled A2M to build expertise in adapting diverse IPs, often prioritizing character authenticity and lighthearted tones over experimental mechanics. Reception for these titles was generally positive among casual and younger players for their faithful recreations of beloved stories and accessible controls, earning scores around 50-60% on aggregate sites, though critics noted limited innovation due to the restrictive nature of licensing agreements that curbed creative risks.[42][43] For instance, Scooby-Doo! Mystery Mayhem was commended for its engaging plot progression, while Teen Titans highlighted strong co-op features, underscoring A2M's strength in delivering solid, if formulaic, adaptations.[41]This era of licensed work laid foundational skills in multi-platform development that influenced Behaviour Interactive's later shift toward original IP and co-development projects post-rebranding.[12]
Titles as Behaviour Interactive
Following its rebranding in 2010, Behaviour Interactive focused on developing original intellectual properties, particularly in the horror, survival, and multiplayer genres, marking a departure from earlier licensed work.[1]One of the studio's early post-rebrand successes was Fallout Shelter (2015), a mobile free-to-play simulation game co-developed with Bethesda Game Studios, where players manage a post-apocalyptic vault community. Released exclusively for iOS and Android, it emphasized resource management and exploration in the Fallout universe. The title's launch generated significant buzz for its addictive gameplay loop. In 2018, Bethesda filed a lawsuit against Behaviour Interactive and Warner Bros., alleging that the Westworld mobile game developed by Behaviour copied code and mechanics from Fallout Shelter, breaching their contract; the suit was amicably resolved in 2019 without admission of wrongdoing.[20][44]Behaviour Interactive's flagship title, Dead by Daylight (2016), established the studio as a leader in asymmetric multiplayer horror. In this 4v1 survival game, one player controls a killer hunting four survivors who must repair generators to escape. Launched on PC via Steam, PlayStation 4, and Xbox One, it expanded to PlayStation 5, Xbox Series X/S, Nintendo Switch, iOS, and Android. The mobile version for iOS and Android, launched in 2020 under licence to Behaviour by NetEase, had its servers shut down on March 31, 2025. As an ongoing live-service title, it features regular chapters introducing new killers, survivors, and maps through licensed crossovers, such as collaborations with Resident Evil, Stranger Things, and Dungeons & Dragons. As of 2023, Dead by Daylight had attracted more than 60 million players worldwide and generated over $288 million in gross revenue, driven by its enduring popularity, esports presence, and cultural impact in the horror gaming community.[45]Building on this success, Behaviour Interactive explored spin-offs and new IPs emphasizing horror and multiplayer dynamics. Hooked on You: A Dead by Daylight Dating Sim (2022), a visual novel-style dating simulator set in the Dead by Daylight universe, allows players to romance killers during a tropical vacation gone wrong; released on PC, it received mixed reviews for its humorous premise but criticized for shallow mechanics, earning a Metacritic score of 72. Meet Your Maker (2022), an original asymmetric multiplayer FPS, combines base-building with raiding in a post-apocalyptic world where players trap and defend outposts; available on PC, PlayStation 4/5, Xbox One/Series X/S, it garnered positive reception for its creative gameplay loop, with an OpenCritic average of 76, though player counts declined post-launch.[46]Most recently, The Casting of Frank Stone (2024), a narrative-driven horror adventure co-developed with Supermassive Games, delves into the origins of the Dead by Daylight entity through branching choices and quick-time events; released on PC, PlayStation 5, and Xbox Series X/S, it received mixed reviews, praised for its atmospheric storytelling and voice acting but faulted for pacing and replayability, scoring 68 on Metacritic. These titles underscore Behaviour Interactive's pivot to immersive, community-driven experiences across PC, consoles, and mobile, with Dead by Daylight remaining the cornerstone of its portfolio.[47]
Policies and controversies
Abolition of crunch time
In 2018, Behaviour Interactive committed to eliminating crunch time—defined as mandatory overtime—across all projects, marking a pioneering move in the video game industry to prioritize employee well-being over traditional development pressures. This commitment was reflected in exceptionally low overtime usage that year, with only 0.25% of all hours worked classified as overtime, equivalent to less than one full-time position. CEO Rémi Racine elaborated on this policy in a May 2019 blog post, describing a pivotal moment when he witnessed an employee in distress from overwork, prompting a firm resolve to end such practices permanently.[48][49]The implementation of the no-crunch policy involved structured daily schedules emphasizing eight hours of intense, focused work, after which the office is required to empty by 6 p.m., discouraging any weekend labor. To support this, Behaviour introduced mental health resources, flexible working hours, and a top-down management approach where leaders model the same boundaries, ensuring no one is pressured to exceed limits. This shift was influenced by broader industry backlash against crunch culture, particularly following high-profile reports on the exhausting developments of BioWare's Anthem (2019) and Mass Effect: Andromeda (2017), which revealed widespread burnout, depression, and project failures linked to prolonged overtime.[49][9][50]The policy's impact has been positive for employee satisfaction and retention, with Behaviour reporting sustained high morale and no instances of missed deadlines, lost contracts, or budget overruns since its enforcement. Racine has publicly emphasized sustainable development as essential for creativity and long-term success, stating that protecting employees' health and personal lives yields better results than exploitative practices. These outcomes contributed to the company's recognition as one of Canada's Most Admired Corporate Cultures in 2023, underscoring improved workplace dynamics.[10][40]The no-crunch commitment has endured through economic challenges, including multiple rounds of layoffs in 2024 totaling over 140 positions: approximately 45 employees in January (less than 3% of the workforce), 95 in June (primarily in Montreal), and additional staff from the closure of subsidiary Midwinter Entertainment in September. Complementing this, Behaviour has integrated ongoing diversity, equity, and inclusion (DEI) initiatives, such as a 2023 company-wide survey of over 500 employees to assess and enhance inclusivity, further bolstering mental wellness and retention efforts. However, in late 2024, the company faced backlash over an employee DEI training session featuring the "Wheel of Privilege" exercise, which a whistleblower described as divisive.[51][52][28][53][54]
Bethesda infringement lawsuit
In 2015, Behaviour Interactive co-developed the mobile game Fallout Shelter with Bethesda Game Studios, contributing to its code, user interface, and gameplay mechanics under a contractual agreement that included non-disclosure provisions.[55] The game became a major success, amassing millions of downloads and establishing a distinctive vault-management simulation style. Between 2017 and 2018, Behaviour was hired by Warner Bros. Interactive Entertainment to develop a similar mobile title based on the HBO series Westworld, which Bethesda later alleged incorporated unauthorized elements from Fallout Shelter, including replicated code, visual assets, and design features.[56]On June 21, 2018, Bethesda filed a lawsuit in the U.S. District Court for the District of Maryland against Behaviour Interactive and Warner Bros., accusing them of copyright infringement, breach of contract, and misappropriation of trade secrets.[57] The complaint described the Westworld mobile game as a "blatant rip-off" of Fallout Shelter, claiming it reused identical source code, user interface layouts, animations, sound effects, and even specific bugs—such as a collision glitch in resource rooms—that had been present in early versions of Fallout Shelter before being patched.[58] Bethesda argued that Behaviour's prior non-disclosure agreement from the Fallout Shelter project prohibited such reuse, and the similarities extended to core mechanics like dweller management and room-building, making the games nearly indistinguishable beyond thematic reskinning.[59]The parties reached an amicable settlement on January 3, 2019, with terms remaining undisclosed, effectively resolving all claims without proceeding to trial.[60] Shortly thereafter, on January 16, 2019, Westworld was removed from the Apple App Store and Google Play Store, with its servers scheduled to shut down completely on April 16, 2019.[61] No further litigation arose from the dispute, marking it as an isolated incident in Behaviour's history.[44]