What BeHaviour Interactive’s All About

IMG_2795As we took the short walk from our residence at the UQAM dorms to Behavior’s studio, I wondered how it would compare to the other companies we have visited. We’ve had the opportunity to visit a wide variety of studios, from monolithic companies such as Ubisoft, employing around 2,700 people to much smaller indie studios such as Sauropod, employing under 20. Each studio we’ve visited has had its own unique personality and atmosphere, and I was very excited to see what Behavior, a company of about 375, had to offer.

As we stepped off the elevator and into the studio’s main entrance, we were greeted by life size statues of Mike and Sully from Monster’s Inc, one of the many recognizable IP’s that Behavior has worked on. Pacific Rim, Halo, and Warhammer 40k are a few others, though looking at just those games won’t give you a good idea about what Behavior is all about.

If I had to come up with one word to describe the company, it would be variety. Not only does Behavior work with some of the biggest licenses in entertainment, they also do contract work as well as develop their own IP’s. On top of this, the scale of the games is about as varied as it gets, having released AAA games on consoles, casual games on mobile, and MMOs on PC. Because of this, Behavior doesn’t stick to one tool set; they’ll use whatever best fits the job.

Though we didn’t see very much of the actual studio, I could feel a strong sense of passion in the behavior-bannercompany. It seems like they take a lot of pride in their games, current and past, and I think a lot of that has to do with the diversity of their projects. The company is constantly rearranging and shifting, and as a result, they keep things fresh and don’t get stuck doing the same thing over and over again.

Speaking of pride and passion, Behavior also seems to have a strong interest in keeping employees motivated and invested in their work. We were told of a few bi-weekly events that the company holds such as a team breakfast or beer and chips, as well as a mentorship program where employees can develop their skills. The most exciting thing for me however, was the beFree program, which gives employees the ability to make games outside of work without Behavior having a right to them. Behavior will actually have lawyers work with you to ensure that you own everything you create (outside of work), which is a great way to keep employees committed to the industry.

I was really impressed from our visit to Behavior. Many other companies we’ve toured have specialized in specific areas, such as casual mobile games or large AAA releases. Behavior however, is unique in that not only does it not focus on one specific release platform or genre, but it enthusiastically pursues all it can. I can imagine that it would be a lot of fun to work at a company that is so flexible, and am excited to see their future projects.

– Leland Cudney, Game Design Major, Spring 2015