Full-Time

Senior Level Designer

Posted on 9/6/2025

Take Two

Take Two

1,001-5,000 employees

Publishes high-quality interactive games across platforms

Compensation Overview

$120k - $150k/yr

+ Bonus + Equity Awards + 401(k) Plan + Employee Stock Purchase Program

Massachusetts, USA

Remote

Category
Art, Graphics & Animation (2)
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Requirements
  • 5+ years’ experience as a level designer, with at least 1 shipped FPS title, demonstrating a strong portfolio of impactful design contributions.
  • Previous experience working on scripting and design for levels, combat encounters and missions/quests in FPS titles, with a proven track record of bringing features to completion.
  • Deep understanding of good level flow and tactical spaces, and the ability to apply this knowledge to guide others.
  • Experience with supporting environmental storytelling through design, and the capacity to lead narrative integration within levels.
  • Strong spatial and layout design skills, with the ability to effectively communicate and review designs.
  • Experienced in supporting gameplay mechanics in the game world, and the ability to drive the implementation of new mechanics.
  • Experience with scripting events and debugging game logic, and a strong understanding of technical constraints and best practices.
  • Intuitive understanding of how FPS games work and why people play them, enabling effective feature design and team guidance.
  • Strong content-design skills, including experience with RPG systems, and the ability to integrate complex systems into level design.
  • Self-motivated toward solving creative problems, with a proactive approach to identifying and addressing design challenges.
  • Ability to respond elegantly to difficult creative changes, often late in the process, and lead the team through such changes.
  • Ability to prioritize feature requests to developers and engineers based on design goals, and manage feature backlogs effectively.
  • Unreal Engine 4 experience, with strong proficiency in its tools and pipelines.
  • Must be eligible to work in the U.S.
Responsibilities
  • Work with lead designer and lead environment artist on level-design layouts, gameplay setup, encounter scripting, design documentation and all things gameplay-related, providing guidance and feedback to other designers.
  • Work alongside other designers, artists, animators and engineers to create gameplay spaces that engage with our narrative storytelling while being fun and running within optimization goals, and take ownership of key gameplay features from concept to implementation.
  • Work within established level-design metrics and game systems to create challenging encounters, interesting scenarios and unique moments, identifying and addressing design challenges proactively.
  • Pitch ideas, strategic initiatives and game concepts to all levels of management and leadership, articulating the vision and securing buy-in for owned features.
  • Champion your vision throughout each stage of development, across multiple departments, acting as a primary point of contact for your owned features.
  • Implement level-design changes based on in-house feedback and outside playtesting data, and drive iterative improvements for your features.
  • Mentor and provide guidance to level designers, contributing to their professional growth and development.
  • Oversee specific level or gameplay feature areas, ensuring quality and consistency across the game.
Desired Qualifications
  • Great working knowledge of game-design theory and game-development methodologies, including level-design theory and practice, with the ability to articulate and apply these principles.
  • Can easily break down core level-design elements and use them when creating combat and traversal sections of a level, and guide other designers in this process.
  • Self-motivated and able to work well independently, as well as lead small teams or feature groups.
  • Ability to work well under pressure and with deadlines, managing competing priorities and ensuring timely delivery of features.
  • Excellent communication, collaboration, interpersonal and organizational skills, with the ability to effectively communicate design decisions to diverse audiences and foster a collaborative environment.
  • Understanding of source control via Perforce or equivalent, and best practices for collaborative development.

Take-Two Interactive Software, Inc. is a video game publisher and distributor with labels like Rockstar Games, 2K, Private Division, and Social Point. It develops and releases titles across PlayStation, Xbox, Nintendo Switch, and PC, and has expanded into mobile gaming through Zynga. Revenue comes from selling games, in-game purchases, DLC, microtransactions, and licensing IP for merchandise and media. The company aims to lead the interactive entertainment market by delivering popular game experiences across traditional and mobile platforms while maintaining strong governance and a family-friendly gaming focus.

Company Size

1,001-5,000

Company Stage

IPO

Headquarters

New York City, New York

Founded

1993

Simplify Jobs

Simplify's Take

What believers are saying

  • GTA Online generated $5B via Shark Cards over decade, fueling GTA VI potential.
  • Sony PlayStation 5 marketing partnership boosts GTA VI pre-order dominance.
  • Staggered console-first release maximizes initial sales per Rockstar strategy.

What critics are saying

  • GTA VI $1.5B cost demands 20M units; 19,000 games saturate 2026 market.
  • 88% debt-to-equity ratio triggers refinancing crisis if GTA VI misses Q4 2026.
  • AI team layoffs leave Take-Two trailing EA and Sony in cost efficiencies.

What makes Take Two unique

  • Rockstar Games handcrafts premium open-world titles like GTA without generative AI.
  • 2K dominates sports simulation with NBA 2K and Civilization franchises.
  • Social Point acquisitions establish leadership in mobile free-to-play gaming.

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Benefits

Health Insurance

Dental Insurance

Vision Insurance

401(k) Company Match

Employee Stock Purchase Plan

Wellness Program

Commuter Benefits

Company News

Yahoo Finance
Apr 14th, 2026
Take-Two's GTA Online generated $5B over a decade, boosting stock ahead of GTA VI launch

Take-Two Interactive received a boost after leaks revealed Grand Theft Auto Online has generated approximately $5 billion in revenue over the past decade, primarily through Shark Cards, an in-game currency purchased with real money. This figure is particularly significant given that GTA V's development cost was reportedly around $235 million. The leaks also disclosed that some players have spent extraordinary amounts within the game, with individual purchases exceeding $1 million. This demonstrates the strength of the game's monetisation model. Take-Two is preparing to launch GTA VI later this year alongside a new version of GTA Online. If the next iteration replicates similar spending patterns, it could establish another extended period of high-margin revenue for the company.

Yahoo Finance
Apr 3rd, 2026
Take-Two lays off AI head and team two months after CEO touted 'actively embracing generative AI

Take-Two Interactive has laid off its head of AI, Luke Dicken, alongside an unspecified portion of its AI team, just two months after CEO Strauss Zelnick said the Grand Theft Auto 6 publisher was "actively embracing generative AI". Dicken, who joined Take-Two in January last year following a decade at Zynga, announced the departure on LinkedIn. He stated his team had been "developing cutting edge technology to support game development" for seven years, focusing on AI systems including large language models and diffusion models. The layoffs represent another twist in Take-Two's ambivalent relationship with generative AI. In March, Zelnick said he wasn't "worried about AI creating hits" as it's "backwards-looking". He later emphasised that "generative AI has zero part in what Rockstar Games is building" with Grand Theft Auto 6.

Wccftech
Apr 3rd, 2026
Take-Two has reportedly laid off its AI team, including the department head.

Take-Two has reportedly laid off its AI team, including the department head. - Apr 3, 2026 at 10:47am EDT Rockstar and Grand Theft Auto parent company Take-Two Interactive has reportedly had another round of layoffs, but instead of what you might expect from today's industry, where people are laid off because the studio believes a Generative AI (GenAI) tool can take over, it's the people who are supposed to be leading the GenAI charge getting laid off. Spotted by Kotaku (via PC Gamer), the now-former head of AI for Take-Two, Luke Dicken, shared on his personal LinkedIn page, "It's truly disappointing that I have to share with you that my time with T2 - and that of my team - has come to an end." Dicken's comments seem to imply that his entire department, or at least the people who reported to him, have also been cut, but it's unclear exactly how many former Take-Two developers have been impacted by these cuts. "We've been developing cutting edge technology to support game development now for seven years," Dicken added. "These folks know how to match innovation and novel problem solving approaches with strong product design chops to create systems that empower people throughout the development workflow." Take-Two has reportedly declined to comment on the situation, but these cuts are at the very least curious, especially when Take-Two's chief executive officer, Strauss Zelnick, has seemingly tried to walk a line of being open to GenAI tools while also being one of the few c-suite executives out there adamant that GenAI will not be the solution to creating hit games, especially if you're talking about creating hits on the scale of GTA. "On the topic of AI, I've been enthusiastic since the beginning," Zelnick told investors in February during a recent financial report. "This company's products have always been built with machine learning and artificial intelligence. We've actually always been a leader in the space, and right now we have hundreds of pilots and implementations across our company, including within our studios. And we're already seeing instances where generative AI tools are driving costs and time efficiencies." During that same briefing, though, Zelnick was clear that not only did Rockstar not use GenAI tools for Grand Theft Auto VI, it does not need to, nor should it. "That said, do I think tools by themselves create great entertainment properties? No, there's no evidence that that's the case and it won't be the case in the future." "Specifically with regards to Grand Theft Auto 6, GenAI has zero part in what Rockstar Games is building. Their worlds are handcrafted. That's what differentiates them. They're built from the ground up, building by building, street by street, neighborhood by neighborhood. They're not procedurally generated, they shouldn't be. That's what makes great entertainment." Then, just last month, Zelnick went further in an interview with The Game Business, where he laid out the clear limitations that those who have drunk the GenAI Kool-Aid seem to miss. "I think the bear case for big entertainment companies is somehow that AI tools will mean everyone can create hits, but that doesn't stand to reason. These tools may help you create assets, but that won't help you create hits." "The notion that somehow new tools would allow an individual to push a button and generate a hit and bring it to millions of consumers around the world, it's a laughable notion. It's just never been the case with entertainment. Right now [in music] there are programs that allow you to put out a prompt and get a professionally recorded song spit back out at you. It sounds like a song, but I defy you to listen to it more than once. It's great to send as a greeting card to your partner on their birthday, but that's about it." It's unclear where these cuts leave Take-Two and its AI/GenAI strategy going forward, but if there's any major publisher out there that could survive without going all-in on GenAI like other companies, it's Take-Two, who are likely about to enjoy another decade-plus of having one of if not the best-selling game in their portfolio every year, once GTA VI is finally out, and even if it got delayed again, GTA V would probably still sell another million copies in the meantime. And that's just one of the major franchises that hit the top of the sales charts every year under Take-Two's belt. About the author: David has been writing about videogames, technology, and culture since 2020, with a focus on reporting daily news across multiple publications, including GameDaily.Biz, GameSkinny, and PlayStation Universe before joining Wccftech in 2025. David started contributing as Canada/US reporter for Wccftech's gaming section in 2025. Besides being up-to-date on the industry's movements, he loves interviewing developers, reviewing games, and writing intricate essays about the symbolism and layered meanings to be found in rich narratives as he's done for publications like GamesIndustry.Biz, LostInCult, and others. Outside of games he loves movies, music, theatre, his hometown, and his family, though not necessarily in that order. Follow Wccftech on Google to get more of our news coverage in your feeds. Products mentioned.

Yahoo Finance
Mar 27th, 2026
Take-Two Interactive forecast to turn $738M profit in 2027 after $4B loss

Take-Two Interactive Software, the US$36 billion market-cap video game publisher, is expected to reach profitability in 2027, according to 18 industry analysts. The company posted a US$4.5 billion loss in its most recent financial year and a US$4.0 billion trailing-twelve-month loss. Analysts forecast Take-Two will post a final loss in 2026 before turning a US$738 million profit the following year. To achieve breakeven within this timeframe, the company would need to grow at an average annual rate of 80%. However, the company carries a relatively high debt level at 88% of equity, exceeding the recommended 40% threshold, which increases investment risk. The analysis focuses solely on financial projections and does not examine underlying business developments driving the company's anticipated growth.

Windows Central
Mar 25th, 2026
Kerbal Space Program 2 is the scam that won't die - how this game is still allowed on Steam as "Early Access" is beyond me.

Kerbal Space Program 2 is the scam that won't die - how this game is still allowed on Steam as "Early Access" is beyond me. Kerbal Space Program 2 has been abandoned by its devs for years. Kerbal Space Program 2 was released back in February of 2023, over three years ago. The successor to one of the more popular niche indie games ever created, the sequel should have been a slam dunk. At least, that's what Take-Two thought when they contracted Star Theory Games, whose storied pedigree included, checks notes, Monday Night Combat. A game so far removed from rocket science that I'm sure it had absolutely no bearing on what came next. Once that failed, Take-Two and its publisher, Private Division, spun up another studio called Intercept Games. The new studio contained roughly a third of the developers from Star Theory Games. Confidence restored, surely it would definitely work this time. Article continues below Latest Videos From Windows Central It didn't. To be fair, COVID-19 did happen, uprooting nearly every tech job in the industry, game developers very much included. The title was originally slated for 2020, and after years of delays and studio reshuffling, what finally arrived in 2023 was anything but interstellar. Even bringing in Squad, the game's original developer, couldn't shield it from the immediate backlash over missing features, rampant (extraterrestrial) bugs, and abysmal performance. And that inclusion turned out to be something of a lie: Intercept Games had been barred from communicating with Squad until they wrapped up Kerbal Space Program 1 in 2021. Hilariously, when the communication did occur, as noted in my piece from last year, Squad had no idea what to do. A major update in December 2023 finally brought some life to the game, featuring content additions, performance updates, and more. But one small step for Kerbal was two giant leaps short, as Take Two would later shut down Intercept Games in mid 2024. I originally touched on this story back in January of 2025, only a month or so after Take Two quietly sold the publisher, Private Division, and the Kerbal Space Program 2 to Annapurna. Back then, there hadn't been a major content update in over a year, but some hope had been restored given the sale of the franchise. I'm sad to report that since that time, the search for life has continued with nothing to show for it. Kerbal Space Program 2 has now gone two full years without an update, and Annapurna is still selling the game on Steam as "Early Access" for $50. Yes, $50 for an Early Access game! Given the current state of Kerbal Space Program 2 and the lack of updates for two whole years, the fact that the game is still being sold feels illegal in some way, or at the very least, should be stopped by Steam. I understand that Early Access comes with caveats and may never reach full release. However, the fact that it can still be sold on Steam without an actual update, or even a hint of an update after being sold off, is an entirely different matter. At that point, it's false advertising to post the game as an Early Access title. Instead, it's a "Never getting another update" title. At the very least, the moniker of Early Access should be revoked. If a company has no public plans to release any update for two years, the title should be taken away. This doesn't mean I don't hope that one day Windows Central's Jez Co can see Kerbal Space Program 2 given the love it deserves, but for the time being, it's time to remove this thing so that people aren't being sucked into the black hole of a gaming graveyard. You can't continue to sell an Early Access game for $50 that you neither updated nor intend to update in the future. Some would call that intergalactic highway robbery. Sorry, needed one more pun to make myself feel better. What do you think about the whole Kerbal Space Program 2? Does it mean there should be some tighter restrictions on Steam's Early Access? Let Windows Central's Jez Co know below, I'm curious what others think about this. Contributor Michael has been gaming since he was five when his mother first bought a Super Nintendo from Blockbuster. Having written for a now-defunct website in the past, he's joined Windows Central as a contributor to spreading his 30+ years of love for gaming with everyone he can. His favorites include Red Dead Redemption, all the way to the controversial Dark Souls 2.

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