STEAM GROUP
Behaviour Interactive Inc. BHVRINTER
STEAM GROUP
Behaviour Interactive Inc. BHVRINTER
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Founded
August 8, 2018
Language
English
Location
Canada 
ABOUT Behaviour Interactive Inc.

À propos de Behaviour Interactif
Célébrant sa 30e année d'existence et comptant plus de 1 000 employés à temps plein, le studio a connu un immense succès avec sa propriété intellectuelle originale Dead by Daylight, qui compte aujourd'hui plus de 50 millions de joueurs dans le monde et sur toutes les plateformes. Behaviour détient des crédits de co-développeur pour certains des plus grands titres de l'industrie du jeu (tels que Assassin's Creed, Gears 5, Call of Duty et Tony Hawk Pro Skater 1 & 2) et a développé une culture primée et inégalée au sein de l'industrie du jeu. Lauréat des prix Enterprise Fast 15 et Best Managed Company de Deloitte Canada et classé parmi les meilleurs lieux de travail au Canada par GamesIndustry.biz en 2021, Behaviour est un studio de développement de premier plan, qui favorise la croissance des carrières et le développement des talents au sein de l'industrie du jeu vidéo. Behaviour compte parmi ses partenaires certaines des marques les plus renommées au monde, notamment Microsoft, Sony, EA, Warner, 2K et bien d'autres. Pour plus d'informations, visitez : bhvr.com.


About Behaviour™ Interactive
Celebrating its 30th year, and with more than 1,000 full-time employees, the studio has enjoyed immense success with its original IP Dead by Daylight, which now has more than 50 million players around the world and across all platforms. Behaviour holds developer credits for some of the gaming industry’s largest franchises, such as Assassin’s Creed, Gears of War, Call of Duty and Tony Hawk Pro Skater, and developed an unparalleled, award-winning culture within the gaming industry. Winner of Deloitte Canada’s Enterprise Fast 15 and Best Managed Company awards and listed as one of the Best Places To Work – Canada by GamesIndustry.biz in 2022, Behaviour is a leading development studio, cultivating career growth and talent development within the gaming industry. Behaviour counts among its partners some of the world’s most renowned brands, including Microsoft, Sony, EA, Warner, 2K and many more. For more information, visit www.bhvr.com.
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Blight: Survival - Mud, rot and the weight of a dying world

Before we dive deeper into the design, here’s a quick look at the background lore that shaped the Marshlands, the mood, the history, and the rot at its core.

“The Marshlands were quiet, but never peaceful. The locals survived on whatever the waters offered, but most of it was taken by those in power. Peat-digging, once a vital way to earn a living, became a brutal curse. As bodies stacked up and old customs faded, strange growths began to spread across the land, marking the beginning of a transformation that left the land and its people unrecognizable.”


That unease in the lore translates directly into how the Marshlands feel when you're playing. One of the first glimpses we shared was a nighttime shot, which wasn’t just a visual milestone, it also hinted at a core gameplay feature.

Time of day will impact everything from difficulty to visibility, and we wanted this first in-engine screenshot to reflect the tension and horror that darkness brings.

This was the first in-engine image of the game we’ve shared since our reveal trailer, and we wanted to reaffirm that the mood, grit, and atmosphere from the reveal trailer are still very much alive in what we're building.


The Marshlands are full of unsettling landmarks that help tell the story of what this place has become.


One of the most striking features we’ve revealed is the Wailing Tree, a twisted and terrifying willow that bleeds horror into the land around it. Its design evolved from a basic concept into an instantly recognizable landmark and piece of environmental storytelling.


“The Wailing Tree has deep roots in the Marshlands’ past, once tied to quiet rituals and respect for the land. What it meant to the people has been lost. Now, it stands as something darker, repurposed as a warning to anyone who steps out of line.”

In that screenshot, you can also spot a Breaking Wheel, an old execution device used to make examples out of people. Victims were sometimes hung, not just to hurt them, but to humiliate them. It’s another quiet reminder of how deeply cruelty runs through this world.


To give you a better sense of how this biome came together, we sat down with Briac, our Senior 3D Artist, to talk about the creative process behind building the Marshlands.

- What’s your role in bringing the Marshlands, and the world of Blight: Survival, to life?

Whether it’s the Marshlands or any other environment, my main role is to first understand how the area works, what makes it unique? Why does it feel more like a swamp rather than any other type of biome? Once I’ve figured that out and outlined the key characteristics and small, essential details, I can start building the environment on a solid foundation.

- How did the concept art or early ideas influence your work on the Marshlands? Did you follow the concepts closely, or take some creative liberties along the way?

There are endless references out there, but a marsh can evoke all kinds of feelings. The concept art gives me a clear direction for the atmosphere we want to achieve.

From there, when it comes to creating the environments and adding those smaller “micro-stories,” I have a lot of creative freedom. We collaborate and discuss ideas as a team to come up with fun and surprising details to include.


- How do you keep gameplay in mind while building the Marshlands?

We already have a good sense of the core gameplay requirements, technical metrics, and navigation needs, so that helps guide how we shape the environment. Of course, we also stay flexible and anticipate changes and iterations as the game continues to evolve.

- What tools or software did you primarily use when building your parts of this biome?

Mainly Unreal Engine 5 and Blender. We have a ton of ideas, so it’s important to be able to test and tweak things as much as possible!

- Did you use any reference materials or real-world inspiration to help shape the look and feel of the Marshlands?

Absolutely, photos, videos, documentaries, and even things we notice just walking down the street can all spark ideas. But the most important thing is staying true to the biome. That’s why understanding how it works is so critical, it keeps everything grounded and cohesive.

- Were there any fun little details or ideas you snuck into the Marshlands that players might have missed in the sneak peeks?

Maybe... 😉

- How closely did you collaborate with the concept team, other 3D artists, our Principal Art Director, Pascal, or even Mads and Ulrik, our Creative Directors, to bring this area to life?

The collaboration has been fantastic. We have regular meetings where we share progress, bounce around ideas, flag any blockers, and work together to find solutions. It really feels like passionate people coming together to create something special.

- Is there a particular asset you’re really proud of, even if it’s something small or subtle? Or a favourite piece you worked on?

I really enjoyed working on the ruins, their silhouette on the horizon and the sense of history they suggest.


Is there a specific part of the Marshlands you’re especially excited for players to see for themselves?

Keep an eye out for the distant silhouette of the ruins. You may not want to get too close…

- Is there anything you’d like to say to the community watching the development of Blight and looking forward to exploring the Marshlands?

I can’t wait to see you venture into it, and to find out how you’ll make it through…

That’s all for today’s blog post. We have much more to unveil on the Marshlands, but we’re working on something new which we can’t wait to show you. Keep an eye out for a change of scenery in the coming weeks!

As always, be sure to add Blight: Survival to your Steam Wishlist, and join our Discord[discord.gg] to be part of the discussion!

Until next time,

-The Blight: Survival Team

Behaviour Interactive & NightByte Games Announce It Has My Face Partnership


We can't wait to share more news with you soon.

Until then... Happy Clone Hunting!
The It Has My Face Team


31 Comments
KDG_Dream.H.white Apr 29 @ 7:58am 
作者/发行商您好,我们是 晚间晨风 =w=
我们想玩到好玩的游戏=v=,社群人员主要组成为:游戏爱好者、游戏解说、策划等游戏行业从业者,ACG二创作者,原创作者,画师妈妈,乐师,TRPG玩家,GM等。
您对您的游戏有信心,请将您的游戏通过鉴赏家牵线提供给我们,我们会指派感兴趣的社群人员游玩后进行评测,也欢迎您赞助我们,可接受的报价是30元一篇,其中25元支付给作者,5元用于社群日常活动。
主动邀请制:晚间晨风采用的是主动邀请制,这意味着只有那些对游戏有热情、愿意参与社区活动的人才会被邀请加入,机制保证了社群成员的质量与氛围。
游戏攻略组:社群中有名为晨风攻略组(MWKDG)的团队,由群内所有成员组成,具备评测权限。他们负责编写游戏攻略和评测,为玩家提供主观游戏信息。
I|INite Gaming Dec 20, 2024 @ 11:44pm 
So I lent myself dbd from my other account, this is me tryna t bag valve. DBD pretty decent game losing pace but been good all thru-out the years.
I|INite Gaming Dec 20, 2024 @ 11:41pm 
Valve reinstated by account and said I need to buy DBD again? wtf
InnCognito Dec 18, 2024 @ 6:18pm 
absolutely agree Pvt Joker. Got a forum ban for life because of their crusty mods that cant take a joke. Worthless community managers suck.
Blue Dec 18, 2024 @ 7:50am 
Your game is a joke, you don't know how to balance, and yet you guys want a labor of love award when all you do is make cosmetics and hold off on making 2v8 a permanent gamemode... that's so funny I cannot give you enough clown awards :,)

Also, enjoy being an immature child that bans people over jokes @CatBHVR <33
InnCognito Dec 12, 2024 @ 7:54am 
lol pretty much
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