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Senior Technical Animator - Dead by Daylight | Animateur·rice Technique Sénior·e - Dead by Daylight

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 u

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Bhvr Montreal, Montreal, QC Source published Sep 20, 2026 Verified 17 hours ago
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EmploymentPermanent Full-Time | Permanent temps-plein

Overview

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 u

Full job description

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.

Build and maintain the animation pipeline across DCC and engine — including MetaHuman ingestion, IK Retargeter setups, AnimBlueprint architecture, Control Rig modules, and facial animation workflows.

Set up procedural animation systems and in-game IK for gameplay features across both Killer and Survivor archetypes.

Author and maintain pipeline automation in Python and MEL (Maya), and contribute to editor tooling in Unreal where required.

Investigate, diagnose, and resolve animation bugs across multiplayer gameplay systems — including replication-sensitive issues unique to asymmetric online play.

Profile and optimize character rigs, skeletal meshes, and animation assets to meet memory and frame-rate budgets without compromising visual quality.

Build debug tools to support animators, designers, and engineers in their day-to-day work.

Share knowledge with animators and programmers, and write technical documentation that scales across a growing team.

Receive direction from the project’s Technical Animation Lead and collaborate closely with the broader animation, gameplay, and engine teams.

A minimum of 7 years of experience in technical animation in the video game industry.

Strong expertise in Maya and Unreal Engine (5.x preferred), including AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter, and Animation Blueprint Linking.

Hands-on experience with MetaHuman — ingestion, rigging, facial animation pipelines, and runtime integration.

Solid scripting skills in Python and/or MEL for pipeline automation.

Experience shipping or supporting multiplayer games, with an understanding of animation in a networked context.

Strong rigging and skinning fundamentals, and a solid grasp of animation principles.

Experience with Motion Matching / Pose Search, Mutable, or modular Control Rig systems is a strong plus.

Live-service experience is a plus.

Concevoir et maintenir le pipeline d’animation entre les outils DCC et le moteur — incluant l’intégration MetaHuman, la configuration des IK Retargeter, l’architecture des AnimBlueprints, les modules Control Rig et les workflows d’animation faciale;

Mettre en place des systèmes d’animation procédurale et de l’IK en jeu pour les fonctionnalités de gameplay des archétypes Killer et Survivor;

Développer et maintenir des outils d’automatisation du pipeline en Python et MEL (Maya), et contribuer aux outils éditeur dans Unreal lorsque nécessaire;

Investiguer, diagnostiquer et résoudre les bugs d’animation dans les systèmes de gameplay multijoueur — incluant les problématiques de réplication propres aux jeux asymétriques en ligne;

Analyser et optimiser les rigs, les maillages squelettiques et les assets d’animation afin de respecter les contraintes de performance et de mémoire sans compromettre la qualité visuelle;

Développer des outils de debug pour soutenir les animateurs, designers et ingénieurs au quotidien;

Partager les connaissances avec les équipes d’animation et de programmation, et rédiger une documentation technique adaptée à une équipe en croissance;

Recevoir les orientations du Lead en animation technique du projet et collaborer étroitement avec les équipes d’animation, de gameplay et moteur.

Minimum de 7 ans d’expérience en animation technique dans l’industrie du jeu vidéo;

Excellente maîtrise de Maya et d’Unreal Engine (UE5 de préférence), incluant AnimBlueprints, Control Rig, Physics, IK Rig / IK Retargeter et le linking d’Animation Blueprints;

Expérience concrète avec MetaHuman : ingestion, rigging, pipelines d’animation faciale et intégration en temps réel;

Solides compétences en scripting (Python et/ou MEL) pour l’automatisation des pipelines;

Expérience dans le développement ou le support de jeux multijoueurs, avec une bonne compréhension de l’animation en contexte réseau;

Excellentes bases en rigging et skinning, ainsi qu’une solide compréhension des principes d’animation;

Une expérience avec Motion Matching / Pose Search, Mutable ou les systèmes de Control Rig modulaires est un atout considérable;

Une expérience en live-service est un atout.

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