Behaviour Interactive Emerges From Teen Years

“For the past twenty years we’ve successfully translated brands into interactive experiences, and we want to continue promoting brand engagement through connected experiences,” says Rémi Racine, Behaviour’s President and 
Behaviour is a true Montreal-based success story, and one of the pioneers of the city’s vibrant game industry. The company employs nearly 300 talented people in Montreal and Santiago, Chile and maintains an impressive stable of games that includes Monkey Quest, Halo Waypoint, Club Penguin Puffle Launch, Temple Run Brave, Rango, Wipeout and Doritos Crash Course, to name a few. Behaviour has also worked on its own IPs: the action-packed top-down shooter game Assault Heroes, the highly-stylized third-person shooter game WET and the comic mischief adventure game, Naughty Bear. What’s more, the studio is notable for creating the first console game made in the province of Quebec: 1998’s Jersey Devil. Behaviour’s bestselling games include High School Musical, Monsters, Inc. and Happy Feet.
Building on its success, Behaviour acquired in 2008 the Chilean video game developer Wanako Games, a studio that specialized in the production of downloadable interactive content. With the acquisition, the company has expanded its offerings across Xbox™ Live Arcade and Playstation® Network. Renamed Behaviour Santiago, the studio has since developed Doritos Crash Course, the most downloaded game on XBLA, and Tetris,the best-selling game on PSN.
Behaviour’s latest productions include Naughty Bear: Panic in Paradise, set to release as a downloadable title on Xbox™ Live Arcade and the PlayStation®Network on October 10th; Wipeout 3 for Kinect® for Xbox 360™, released on September 25th; BBC’s Antiques Hunter: Portobello Road on Facebook; and GoldRun, a photo-driven ad platform on iOS, both already available to consumers. Other unannounced titles for multiple platforms are also in the works at Behaviour, including games for the Nintendo® Wii U™.




12:40 am on October 2nd, 2012
.@Behaviour Interactive Emerges From Teen Years http://t.co/H1wEeeUB