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Games -Technical Art Graduate Program

Job in Vancouver, BC, Canada
Listing for: 2K Early Careers
Full Time position
Listed on 2026-09-20
Job specializations:
  • Entertainment & Gaming
    Game & 3D/XR Development
Salary/Wage Range or Industry Benchmark: 80000 - 90000 CAD Yearly CAD 80000.00 90000.00 YEAR
Job Description & How to Apply Below
Position: 2K Games -Technical Art Graduate Program

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, Cat Daddy, 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, Bio Shock, 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.

What is Technical Art?

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.

Program overview

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.

What we are looking for

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:

  • Comfort in at least one content-creation package or game engine. Maya, Blender, Houdini, Substance, Unreal Engine, or whatever you happened to learn.
  • Some scripting. It does not need to be much, but you should be able to read code and have written something.

Beyond that, the qualities that matter most:

  • Curiosity. You want to know how things are made, and you dig in to find out.
  • Persistence. A lot of this job is being stuck:…
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