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2K Games in Vancouver is launching a 21‑month Technical Art graduate program starting Summer 2027. You will complete an eleven‑week Foundation Training, then rotate across Hangar 13, HB Studios, Visual Concepts, Firaxis, Small Axe, and Gearbox to build tools, rigs, shaders, and pipelines for our art teams.
Applicants should have a recent degree in Game Art, Animation, VFX, Technical Art, Computer Science, or Engineering, or an unrelated degree with a strong portfolio.
Founded in 2005, 2K Games is a global video game company, publishing titles developed by some of the most influential game development studios in the world. Our studios responsible for developing 2K’s portfolio of world-class games across multiple platforms, include Visual Concepts, Firaxis, Hangar 13, CatDaddy, Cloud Chamber, and HB Studios. Our portfolio of titles is expanding due to our global strategic plan, building, and acquiring exciting studios whose content continues to inspire all of us! 2K publishes titles in today’s most popular gaming genres, including sports, shooters, action, role-playing, strategy, casual, and family entertainment.
Our team of engineers, marketers, artists, writers, data scientists, producers, problem solvers, and doers, are the professional publishing stewards of our growing library of critically acclaimed franchises such as NBA 2K, Battleborn, BioShock, Borderlands, PGA TOUR 2K, Mafia, Sid Meier’s Civilization, WWE 2K, and XCOM.
At 2K, we pride ourselves on creating an inclusive work environment, which means encouraging our teams to Come as You Are and do your best work! We are dedicated to diversity and inclusion and want our community of candidates to reflect this commitment. We encourage all qualified applicants to explore our global positions.
Technical Artists make the art team more capable than it would be on its own. The art team is your customer, its problems set your priorities, and your work is judged on whether the artists it was built for actually use it.
In practice that means building the tools artists use to create content, the rigs that make characters move, the shaders that give a world its look, the rules that scatter a landscape with vegetation, and the pipelines that carry all of it into the game.
21 months, starting Summer 2027, based in Vancouver.
Foundation Training. Eleven weeks.
You get a brief, a deadline, and the tools art teams use every day, and you work out how to deliver. You build across all four specializations, including the ones you are weakest in: Pipeline and Tools, Character and Animation, Rendering and Visuals, Environment and World. What you build is reviewed by people who do this for a living, and the review covers how you worked and how you talked to the people you built it for, not only what you delivered. Some of the work is yours alone and some is shared with the Engineering and Publishing graduates.
Foundation Training runs on Unreal Engine, Maya, Python, and Perforce. The program assumes you arrive knowing one or two of them, not all four.
Three strategic rotations, six months each.
Rotations run across our studios, including Hangar 13, HB Studios, Visual Concepts, Firaxis, Small Axe, and Gearbox, and across the central technology teams that build the tools and pipelines every studio shares. Which team you rotate onto is decided around game timelines, and what the teams need at the time, and your own developing focus is part of that conversation.
An outstanding portfolio is the first thing we look at, and it should show the work and how you got there. It does not have to be an art portfolio. Tools, scripts, rigs, shaders all count. If the work was made with other people, tell us which parts were yours.
There are two things you need:
Beyond that, the qualities that matter most:
Education. Game Art, Animation, VFX, Technical Art, Computer Science, Engineering, or a related field. We also take people with any unrelated degree who have a portfolio that shows the work. What you have made matters more to us than where you studied. The key is that you have a recent degree.
Experience. No games industry experience is needed. This is a graduate program, and it is built for people who have never worked in games. Mod work, game jams, university projects, and freelance work are all relevant experiences as far as we are concerned.
Recent graduates. Eligible Grads from January 2025 to June 2027 are eligible to apply. Exceptions may be made on a case-by-case basis if your grad date falls outside of these dates.
Technical Art is a job people arrive at from many directions, so apply even if you do not match every line above.
The pay for this position in Vancouver at the start of employment is expected to be $85,000 CAD per year. However, base pay offered is based on market location, and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations.
Subject to those same considerations, the total compensation package for employees in regular roles may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits, provided that temporary or intern roles will not be eligible for many of these payments or benefits. Details of participation in compensation and benefit plans (if applicable) will be provided if an employee receives an offer of employment. If hired the company reserves the right to modify base salary (as well as any other discretionary payment or compensation or benefit program) at any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.
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As an equal opportunity employer, we are committed to ensuring that qualified individuals with disabilities are provided reasonable accommodation to participate in the job application or interview process, perform their essential job functions, and receive other benefits and privileges of employment. Please contact us if you need a reasonable accommodation.
Please note that 2K Games and its studios never use instant messaging apps or personal email accounts to contact prospective employees or conduct interviews and when emailing, recruiters only use 2K.com, take2games.com or zynga.com accounts.