Behaviour Interactive is recruiting for an unannounced AAA science-fiction first-person shooter made in Unreal Engine, and the studio says it is aiming for a “high realism bar.” Its character-art and technical-animation listings offer clues about the production work underway—but they are recruiting disclosures, not a formal game announcement or a description of confirmed gameplay.
What Behaviour Interactive has confirmed
Two Behaviour Interactive job listings independently describe an AAA sci-fi FPS project in Unreal Engine with a “high realism bar.” The Senior 3D Character Artist listing says the role will help build an “AAA, sci-fi, FPS project in Unreal Engine with a high realism bar.” The Senior Technical Animator listing describes an AAA sci-fi FPS in Unreal Engine with the same realism target. These are statements from job postings, not quotes from a named executive.
What the roles suggest about development
Character work emphasizes realistic sci-fi people
The character-art posting describes creating realistic science-fiction characters that combine organic forms with hard-surface elements. The work spans concept collaboration through final in-engine assets, including texturing, topology designed for complex joints and moving parts, and hair grooming in Unreal Engine 5. The role also calls for coordination with animation and technical animation teams so characters move realistically, alongside shaping art pipelines and standards and mentoring other artists. Behaviour Interactive’s character artist listing
The posting seeks at least six years of character-art experience in games and a portfolio of realistic characters. It names Blender or Maya, ZBrush, Substance Painter, hard-surface modeling, and Unreal Engine 5 hair setup as qualifications; MetaHuman experience is a strong plus, while weapon art or FPS production is also a plus. These are requirements and preferences for this role, not confirmation that every tool or workflow is used across the project. Source: Senior 3D Character Artist listing
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Technical animation is part of the planned foundation
The Senior Technical Animator listing describes establishing animation foundations from early production through in-game character integration, building and optimizing tools and engine pipelines, and addressing challenges in realistic real-time animation. Its requested expertise includes Maya and Unreal Engine, as well as concepts such as Motion Matching, State Machines, Blend Spaces, Behavior Trees, and State Trees. The listing signals the experience the team is seeking; it does not establish that every named technique will be in the released game. Source: Senior Technical Animator listing
A VFX listing mentions weapons, vehicles, and environments
A related Senior VFX Artist listing describes effects work for characters, weapons, vehicles, and environments, including realistic weapon effects, gunfire, and explosions. It also refers to urban-combat environments and readable effects in a competitive context. Because this is the scope described for a job, it is not proof of specific finished-game features—and the competitive reference does not confirm a competitive multiplayer mode. Source: Senior VFX Artist listing
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What the listings do not reveal
The reviewed listings do not name the game or confirm its setting, story, gameplay loop, multiplayer format, publisher, release date, or platforms. They also do not establish a connection to any existing franchise. Until Behaviour makes a formal announcement, the project is best described as an unannounced sci-fi FPS identified through hiring posts—not as a known game with confirmed features.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to read these clues
Taken together, the roles point to recruitment across three production areas: realistic character assets, real-time animation systems and pipelines, and visual effects for a range of subjects. They provide a useful picture of the expertise Behaviour is seeking, but not a reliable feature list for players. The VFX details come from a surfaced LinkedIn listing; unlike the two Behaviour/Lever postings, that page could not be opened during review, so its specifics merit more caution.
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