Full-Time

Senior Business Affairs Specialist

Take Two

Take Two

1,001-5,000 employees

Publishes high-quality interactive games across platforms

Compensation Overview

$100.2k - $148.3k/yr

+ Bonus + Equity awards

New York, NY, USA

In Person

Bachelor's

Category
Contract Management
Required Skills
Microsoft Office
Word/Pages/Docs
Marketing
Data Analysis
Excel/Numbers/Sheets
PowerPoint/Keynote/Slides

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Requirements
  • A college degree.
  • Six or more years of experience as a contracts manager, paralegal, or similar role focused on drafting and reviewing legal agreements.
  • Ability to work with contract management software such as Ironclad or similar systems.
  • Technology proficiency and familiarity with artificial-intelligence legal offerings, or the ability to quickly learn new software applications, including Gemini, Harvey, and similar tools.
  • Demonstrated experience handling progressively more complex contract drafting and similar tasks, with a commensurate increase in business judgment.
  • Strong administrative problem-solving and time-management skills.
  • Excellent attention to detail, written and verbal communication, and follow-up skills.
  • Ability to take ownership of projects, show initiative, and drive matters to completion.
  • Ability to multitask, work well under pressure, and manage constantly changing priorities.
  • Ability to interface professionally with all levels of the organization, clients, and vendors.
  • Knowledge of and enthusiasm for the videogame industry.
  • Proficiency with Microsoft Office, including Word, Excel, and PowerPoint.
Responsibilities
  • Prepare agreements based on contract templates and handle the contracting process from initial request to final execution.
  • Draft, review, negotiate, and advise on transactions involving software, technology, entertainment, sports, privacy, and marketing issues, using company and third-party paper.
  • Serve as a functional bridge between business clients, procurement, internal stakeholders, and Legal while managing the end-to-end contract lifecycle.
  • Handle services agreements, statements of work, vendor agreements, talent agreements, influencer agreements, and licenses, and outline contract deliverables, staffing plans, and other key provisions.
  • Drive the implementation, maintenance, and use of contract-management systems and related processes.
  • Participate in planning, selecting, implementing, and training users on key technology resources for the Business Affairs team, including system enhancements and upgrades.
  • Troubleshoot issues with internal technology teams and vendors and champion the use of contract-management systems within the company.
  • Manage contract templates, playbooks, and clause libraries through contract-management systems and other tools, including Harvey, Gemini, and other artificial-intelligence tools.
  • Provide support to Business Affairs attorneys handling matters related to videogame development, production, marketing, distribution, licensing, and other corporate matters.
  • Prepare contract summaries and internal reports.
  • Counsel in-house client business teams and keep them informed about the contracting process.
  • Plan and implement initiatives to build databases of contractual terms and support data-driven contract management and strategic decision-making.
  • Analyze deals within a matrix of rights held by third parties, including content distributors, hardware manufacturers, sports leagues, record labels, music publishers, actors and other talent, technology licensors, software developers, entertainment companies, advertising agencies, ancillary merchandise vendors, data analytics providers, and information technology vendors.
Desired Qualifications
  • Strong academic background.
  • Critical-thinking skills.
  • Business acumen.
  • Ability to work in a fast-paced, autonomous environment and turn around contracts quickly.
  • Ability to understand internal stakeholders' needs, deadlines, and priorities.
  • Ability to utilize technology and workflows to increase efficiency.
  • High energy, positive attitude, and urgency to complete work.
  • Common sense, patience, good humor, and commitment to teamwork.

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

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Simplify Jobs

Simplify's Take

What believers are saying

  • Take-Two reported Q1 2027 net bookings of $1.39 billion, above guidance.
  • Rockstar said GTA VI pre-orders hit levels 'no one's ever seen before.'
  • The August 27, 2026 Netflix extended look drew 31.1 million views worldwide.

What critics are saying

  • Discord and Microsoft faced Take-Two subpoenas on August 20, 2026, over GTA VI leaks.
  • NBA 2K27 launched September 4, 2026, amid user backlash over aggressive microtransactions.
  • If GTA VI slips again, Take-Two's revenue bridge to fiscal 2027 collapses.

What makes Take Two unique

  • Rockstar's Grand Theft Auto VI pre-orders opened June 25, 2026, at $79.99.
  • Take-Two's 2026 pipeline spans Rockstar, 2K, Zynga, and Civilization VII Earthrise.
  • GTA VI remains a single-player tentpole launching November 19, 2026, on PS5 and Xbox.

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Benefits

Health Insurance

Dental Insurance

Vision Insurance

401(k) Company Match

Employee Stock Purchase Plan

Wellness Program

Commuter Benefits

Growth & Insights and Company News

Headcount

6 month growth

10%

1 year growth

10%

2 year growth

9%
Yahoo Finance
Sep 10th, 2026
Take-Two CFO sells $290K in shares ahead of Grand Theft Auto 6 launch

Take-Two Interactive CFO Lainie Goldstein sold 1,335 shares on 2 September 2026 at $217.65 per share, according to an SEC Form 4 filing. The sale was a non-discretionary transaction to satisfy tax withholding requirements upon vesting of restricted stock units under a Rule 10b5-1 plan. Goldstein retains approximately 282,000 shares valued at $60.55 million based on the 4 September closing price of $214.69. The shares include unvested time and performance-based restricted stock units. The transaction occurred as Take-Two's stock delivered a negative 10% one-year return. The company, which develops franchises including Grand Theft Auto and Red Dead Redemption, reported $6.7 billion in trailing twelve-month revenue and a net loss of $320.4 million. Take-Two's market capitalisation stands at $40.1 billion.

Level Up
Sep 6th, 2026
GTA VI could come to PC sooner than expected as Rockstar reportedly wants to move up the port's release.

GTA VI could come to PC sooner than expected as Rockstar reportedly wants to move up the port's release. VGC journalist Andy Robinson claims Rockstar Games is considering an earlier PC launch due to the ongoing hardware crisis. Few games are as important as Grand Theft Auto VI, the next major installment in Rockstar Games' open-world franchise. The console release appears to be set in stone, and Rockstar Games continues to insist that everything will be ready for its November launch. But what about the PC version? A recent rumor has given fans a reason to get excited. Take-Two Interactive has yet to officially announce a PC port for Steam or the Epic Games Store, but considering the series' history, it is reasonable to believe that the company is already working on a computer version of its highly anticipated crime epic. GTA VI could arrive on PC earlier than expected. PC players are worried that they could have to wait months or even years to play the game starring Jason Duval and Lucia Caminos. However, according to a well-known journalist, the wait could be shorter than expected. During the latest episode of the VGC podcast, Andy Robinson discussed the possibility of GTA VI coming to PC. The editor mentioned rumors claiming that Rockstar Games is apparently considering moving up the release date of the PC port in an effort to get ahead of the growing hardware crisis. "I think they'll bring forward the PC version [of Grand Theft Auto VI]; there are some rumors about that. Maybe the PC version will come sooner than some people expect because of the current situation," Robinson said on the show. When Robinson refers to the "current situation," he is talking about the hardware crisis that has already caused component prices to rise and created shortages. These problems have been fueled in part by the explosive growth of artificial intelligence, which has pushed up the prices of RAM, graphics cards, storage drives, and other components used in PCs and consoles. For comparison, Grand Theft Auto IV took more than 7 months to arrive on PC, while its successor, Grand Theft Auto V, received its PC port roughly a year and a half after its original console release. Meanwhile, Red Dead Redemption 2 made the jump to PC about a year after launching on PS4 and Xbox One. Interestingly, this isn't the first rumor to suggest that GTA VI could make its way to PC relatively quickly. Earlier this year, insider DetectiveSeeds claimed that Take-Two wanted to release the PC port during the current fiscal year, which could mean a February 2027 launch - just 3 months after the game's debut on PS5 and Xbox Series X|S. That said, it's important to emphasize once again that Andy Robinson's report has not been officially confirmed, so it should be treated as nothing more than a rumor for now. GTA VI is already a huge success on consoles. For the time being, the companies behind the franchise remain silent about a potential PC release for GTA VI. In the past, Strauss Zelnick, CEO of Take-Two Interactive, explained that Rockstar Games always prioritizes consoles because they are its main audience. Recent data certainly seems to support that strategy. Grand Theft Auto VI has reportedly sold millions of copies through preorders alone, and one of the most interesting details is that the majority of those preorders correspond to the expensive $100 USD edition. The game's recent presentation on Netflix also triggered a more than 30% increase in PlayStation 5 and Xbox Series X|S sales. That surge reportedly contributed to console shortages in the UK and other countries. Those reports are consistent with previous claims that PS5 Pro units sold out across the United States, with some retailers reselling the console for as much as $1,300 USD. GTA VI will launch on Microsoft and Sony consoles on November 19, 2026, but Levelup'll have to wait for more information about the PC port. So, what do you think? Will you wait for the PC version, or will you play GTA VI on PS5 or Xbox? Let Levelup know in the comments! Editor and writer since 2020. I love fighting games and FPS titles, even though i'm terrible at both. In my free time, i enjoy drawing, watching movies or spending hours in Mortal Kombat's training mode. Comentarios. Inicia sesión desde el menú superior para dejar un comentario. Sé el primero en comentar.

StudioAtticSalt
Sep 6th, 2026
Take-Two announced the Earthrise expansion for Sid Meier's Civilization VII featuring a space program.

Take-Two announced the Earthrise expansion for Sid Meier's Civilization VII featuring a space program. By Aaron Hall Gaming Content Writer | Journalist Last updated: Sep 06, 2026 Take-Two has revealed a significant expansion for Sid Meier's Civilization VII: Earthrise that adds a focus on spacefaring ambitions and active climate management to the global strategy experience. The add-on lets civilizations evolve from "ancient stargazers" into builders of interplanetary missions. In the eras of antiquity and exploration, players can study celestial bodies to earn strategic bonuses. As civilizations enter the modern and atomic eras, they will be able to found space agencies and send expeditions to the moons and planets of the Solar System. Successful missions will uncover new resources and planetary features that in turn drive development back on Earth. Beyond space programs, the expansion brings new mechanics for directly shaping the environment. Players will gain access to new units and technologies that can alter terrain and modify empire tile bonuses. There are also tools designed to address intensified natural disasters and global warming - including options aimed at reversing climate change. Specializing in biomes such as tundra, desert, and tropics will provide distinct strategic benefits. "Earthrise" will also add new civilizations and leaders; Take-Two says further details about those additions will be revealed in the months ahead.

Sportico
Sep 4th, 2026
'NBA 2K27' is not for the nostalgic.

'NBA 2K27' is not for the nostalgic. September 4, 2026 1:40pm For sports video game studio Visual Concepts in 2004, the possibilities to innovate felt endless as the development team worked day and night on what would become an all-time fan favorite football title. Its partnership with ESPN served as a catalyst for bringing never-before-seen presentations to ESPN NFL 2K5. Weekly virtual SportsCenter episodes in franchise mode hosted by Chris Berman? Heck yeah. Pre-draft shows with Mel Kiper? Let's go. With Visual Concepts needing to differentiate itself from bigger rival Electronic Arts two decades ago, and online play not yet the all-encompassing focus of video games, company leaders pushed staff to be adventurous with how they blended ESPN into the title. "They encouraged people to think of what they thought would be cool, and then we'd figure out a way to get there," Brandon Justice, who worked on integrating ESPN into NFL 2K5, told Sportico. Many of the core staffers from NFL 2K5 are still at Visual Concepts, now working as the brains behind the NBA 2K franchise. But more than 20 years since one of the studio's finest moments, the reception to its annual releases, including this week's NBA 2K27, is no longer so glowing. Nowadays, sports video game studios feel the heat of industry-wide staff cuts and corporate pressure to push microtransactions, putting the people in the trenches in a tough spot. Some of the coolest presentation elements of NFL 2K5, such as the Berman-led SportsCenter, long ago disappeared. "If you ask the people who [have to implement microtransactions] on the projects, they feel they're caught in the clutches of a method of sales," Rick Brown, an industry veteran who worked for Visual Concepts when it delivered some of its best-received sports games in the mid-2000s, said in a video interview. "There's just a lot of top-down influence in these companies... The [studio developers] do have good hearts. They're gamers who love solving problems in their spare time." Active Visual Concepts workers who have contributed to 2K games for at least 20 years include studio president Greg Thomas, longtime art director Matthew Crysdale and producer Abe Navarro. There has been some attrition recently - Jeff Thomas, brother of Greg, quietly retired from a leadership role around the COVID-19 pandemic, a company official confirmed, and earlier this year, EA hired legendary engineer Shawn Lee away from the studio. The 2K27 team made incremental game play and feature adjustments, even if some changes like adding back the popular 3-on-3 online Triple Threat merely solve problems developers created in prior 2K editions. Take-Two is also introducing a full WNBA franchise mode it says will be on par with its NBA franchise mode - a milestone that builds upon increased attention to the W in the last edition of the annual release. Still, a design that funnels users toward in-game purchases on top of the $70 they pay for access to the product will make it difficult for 2K27 to escape a cycle of subpar user reviews. 2K26's 4.5/10 user Metacritic score continued the franchise's streak of not receiving better than a 5/10 rating since 2016, though it still fared better than EA-published Madden NFL 26's 4/10 and EA Sports FC 26's 2.9/10. Take-Two did not respond to a request for comment. What used to be. Justice didn't know what to expect when Berman booked a time to come to the studio and record lines for the virtual SportsCenter. Video games were already a mainstream business sector, but not yet the generation-crossing phenomenon they are now. Would Berman, then 49 years old, care about the project, or would the superstar personality treat it as an annoying burden thrust on him by his employer's media arrangement? Berman made it immediately apparent he did care, and his enthusiasm delighted Visual Concepts employees in the office, who appreciated the outsider's levity amid their development grind. The team gave Berman some prewritten lines but encouraged him to improvise if he felt inspired. He stuck around riffing longer than those present anticipated. The host even left a treat for Justice, a lifelong Bengals fan, whose squad was suffering through a 13-year playoff drought and that included seven seasons of at least 12 losses. "If the Bengals played themselves," Berman ad-libbed in an outtake, "nobody would win." "All the little moments [Berman] brought, you can only kind of get from somebody who's been doing that [for real], and it allowed us to get the types of lines we wanted but also get something that was more authentic," Justice said. Many classic Berman lines familiar to sports fans did make the cut. Think: "He could. Go. All. The. Way. Touchdown!" Visual Concepts employees didn't realize NFL 2K5 would mark the end of an era. Take-Two bought Visual Concepts from Sega in 2005. Both ESPN and the NFL ditched Visual Concepts for EA that year. The rise of online play changed the industry's incentives, making immersion in offline modes less of a draw, and EA didn't see the utility of ESPN's studio shows. Meanwhile, Visual Concepts never replicated NFL 2K5's presentation details, forgoing similar partnerships with other sports rights holders as it turned its full attention to basketball. But NFL 2K5's presentation legacy lives on. A few enterprising souls have made it a tradition modify modern NBA 2K game software to include real broadcaster overlays, such as ESPN score bugs. Clips of the mods reliably go viral on social media and draw nostalgic responses. "If 2K made their game like this," one YouTube commenter wrote on one of these videos this year, "I would never stop playing." Different priorities. The financial success of sports video games now relies more on how much publishers can get users to spend after they've already shelled out for the basic game. As Take-Two tries to generate explosive year-over-year microtransaction revenue growth to compensate for initial game sales staying relatively flat, it persistently nudges users toward in-game payments. Microtransactions now make up well over half of Take-Two's earnings. The publisher's "recurrent consumer spending," Take-Two's financial filing category comprising in-game purchases, has gone from 45% of its annual net revenue in fiscal year 2020 to 78% in fiscal year 2026. In that time, annual recurrent consumer spending is up from $1.4 billion to $5.2 billion, but full-game revenue actually fell from $1.7 billion to $1.5 billion. The priorities show. When users open NBA 2K27 upon purchasing the game for $70 (or more for special editions), one of the first things they see in the main menu is an ad for the latest MyTeam mode card promo - encouraging people to spend real money on packs with long odds of getting a highly rated playable character. These pop-ups sometimes include direct calls to purchase in-game currency with no utility outside of 2K. Microtransactions also remain prominent in 2K's MyCareer, the mode where users can create an NBA prospect and play through their pro careers offline or take them into myriad online competitions. In 2K27, it costs about $50 to buy the needed attribute upgrades just to get a MyCareer player to an 84 overall rating (the equivalent ability given to players like Josh Giddey and Mikal Bridges) without playing a game. While the exact amount of money needed to unlock all of the "cap breakers" required to go from an 84 to 99 is unclear - the highest possible rating - it likely costs at least another $50-100. The game also encourages people to use real money to buy virtual outfits and accessories for created players. Muffled voice. Earlier this summer, consumers briefly hoped they could use their voices to force sports video game reform. After EA added new microtransactions to EA Sports College Football 27 forcing people pay real money to improve their virtual college football programs at an efficient pace, gamers scored a rare response to their complaints. "I feel lied to," said YouTuber Bordeaux, who has almost 600,000 subscribers and claimed EA hadn't informed him of the new microtransactions ahead of time. "I feel betrayed." EA sought to stem the backlash after many of the social media influencers it had partnered with to promote the game, including Bordeaux, vowed to stop working with the company. As an olive branch, EA dialed back some - but not all - of the microtransactions in College Football 27's Dynasty and Road to Glory modes. That walk-back was rare and unlikely to stick. For the most part, a decade of persistent negative gamer feedback hasn't slowed the steady expansion of in-game purchases. Unlike the early 2000s, most sports have only one associated video game simulation made for consoles each year, and the lack of competition means companies can get away with adding friction to the user experience, because they don't need to worry about alternative options. During 2K27's early access period, in which people could pay extra money to play the game a few days before everyone else, the game's devoted Reddit channel filled with the now-typical complaints that developers had prioritized microtransactions over presentation depth and game play improvements. So far, Take-Two hasn't issued a response. Even if some of the social media gripes about 2K27 reflect broader cynicism of today's world than 2004 - Reddit didn't even exist then - the financial data shows where gaming companies are now inspired to focus their energy. Immersion from broadcast packages featuring real TV networks does not appear high on the agenda. The old days of sports video games are, as Berman would say, "Back, back, back, back... Gone!"

MoneyCheck
Sep 2nd, 2026
Take-Two (TTWO) stock drops 7%: should investors Buy the dip ahead of GTA VI release?

Take-Two (TTWO) stock drops 7%: should investors Buy the dip ahead of GTA VI release? Key takeaways. Table of Contents * Take-Two Interactive shares plummeted 6.7% to $219.70, ranking among the S&P 500's five weakest performers Monday * Market analysts attribute the decline to postponement speculation rather than leaked GTA VI footage * Netflix recorded 31.1 million views for the GTA VI gameplay reveal, achieving top ranking in 87 out of 93 monitored markets * Bank of America experts believe additional delays are improbable following the comprehensive gameplay trailer release * Analysts maintain a Strong Buy consensus on TTWO shares with a mean price projection of $297.29 Shares of Take-Two Interactive experienced a significant downturn Monday, declining 6.7% to reach $219.70 amid growing speculation that the highly anticipated Grand Theft Auto VI might encounter another postponement. Numerous social media commentators attributed the selloff to unauthorized GTA VI gameplay footage that surfaced online. However, market analysts have challenged this interpretation. Nick McKay, who serves as senior research analyst at Freedom Capital Markets, indicated the price movement stemmed from postponement concerns rather than the leaked content. In a Monday research note, he characterized these delay rumors as "low-quality." McKay further referenced statements from Rockstar Games executive Rob Nelson, who reaffirmed the game remains on schedule during an Aug. 28 interview with Famitsu. Analysts from Jefferies supported this assessment, concluding the unauthorized leaks had negligible influence on share performance. Omar Dessouky, analyst at Bank of America, suggested that another delay appears highly unlikely. "With a full gameplay trailer now out, we see the risk of a further delay as very low, since the reveal signals the game is playable," his analysis stated. Prior to Monday's selloff, TTWO shares had settled at $235.39 Friday following the gameplay trailer's debut on Netflix and YouTube on Aug. 27. That represented a 1% gain from Thursday's closing price. GTA VI achieves unprecedented Netflix success. The gameplay reveal generated remarkable engagement on Netflix. The approximately 27-minute gameplay showcase accumulated 31.1 million views and secured the platform's top-viewed content position for the week. The video captured the No. 1 spot in 87 of Netflix's 93 monitored territories. Netflix maintained exclusivity for the content during a six-hour window before it became available on YouTube and additional platforms. The GTA VI preview even surpassed viewership for Netflix's latest Robert De Niro feature, The Whisper Man, and the fifth season premiere of Outer Banks. This marked an unprecedented promotional partnership between Netflix and a forthcoming video game title. Consumer enthusiasm has been building for years. The initial GTA VI announcement trailer from 2023 has accumulated approximately 293 million YouTube views to date. Unauthorized footage fails to diminish audience interest. Take-Two has confronted ongoing challenges with unauthorized content releases. Over a dozen GTA VI clips emerged online prior to the official gameplay unveiling. The publisher subsequently issued subpoenas to messaging service Discord seeking to identify those responsible for the breaches. In an Aug. 26 statement posted on X, Rockstar Games characterized the unauthorized leaks as "heartbreaking," while also expressing regret regarding the game's previous delay. GTA VI's release timeline shifted from its initial fall 2025 target to May 2026, with the current launch date set for November 19. Notwithstanding the unauthorized content distribution, consumer demand for official footage remained exceptionally strong, with the Netflix premiere providing compelling validation of sustained interest. Analysts currently assign TTWO a Strong Buy rating, with 18 Buy recommendations issued over the previous three months and a consensus price objective of $297.29, suggesting approximately 37% appreciation potential from present trading levels. Limited Time Offer Get 3 free stock ebooks. Discover top-performing stocks in AI, Crypto, and Technology with expert analysis. * Top 10 AI Stocks - Leading AI companies * Top 10 Crypto Stocks - Blockchain leaders * Top 10 Tech Stocks - Tech giants