Behavior trees (BTs) are a popular method of modeling the behavior of NPCs and enemy AI and have found widespread use in a large number of commercial games. In this paper, rather than use BTs to model game-playing agents, we demonstrate their use for modeling game design agents, defining behaviors as executing content generation tasks rather than in-game actions. Similar to how traditional BTs enable modeling behaviors in a modular and dynamic manner, BTs for PCG enable simple subtrees for generating parts of levels to be combined modularly to form more complex trees for generating whole levels as well as generators that can dynamically vary the generated content. We demonstrate this approach by using BTs to model generators for Super Mario Bros., Mega Man and Metroid levels as well as dungeon layouts and discuss several ways in which this PCGBT paradigm could be applied and extended in the future.