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Technical Game Designer
Technical Game Designer at 2K's Cat Daddy studio in Kirkland, WA, designing, prototyping, and shipping features for free-to-play mobile games. Sits between design and engineering: writes executable specs, prototypes in Unity, and builds agentic AI workflows across the design pipeline. Onsite 4 days a week.
Senior Shader Technical Artist
2K is hiring a Senior Shader Technical Artist in San Mateo to build, maintain, and optimize a shader pipeline in Unreal Engine, crafting master materials via node-based shader graphs and HLSL/GLSL while setting shading standards, profiling performance, and supporting cross-discipline teams on new player-driven games.
Build Systems Engineer
A Build Systems Engineer at 2K runs and optimizes cloud-based game build pipelines (Unreal Engine Horde and Jenkins), leads migration from on-prem infrastructure to AWS/Azure/GCP, and automates CI/CD workflows using Python/C#, Terraform, Ansible, and Puppet while supporting developer teams.
Senior Systems Designer
Senior Systems Designer at 2K (San Mateo, onsite/hybrid) who drives complex online multiplayer features — player growth, reward loops, and game economy systems — from concept through in-engine implementation. Core tech: Unreal Engine with Blueprint visual scripting, plus optional C++/C#.
Gameplay Animator
A Gameplay Animator at 2K's Small Axe Studios in Burnaby creates and implements high-quality, authentic sports animations for a new AAA sports franchise, working with engineers, designers, and producers from ideation through in-engine implementation using Unreal Engine 4/5.
Design Director
Leads the design vision for a AAA multiplayer game, translating creative themes into scalable gameplay systems and mentoring a team of designers to execute at a high standard.
Senior Gameplay Programmer (CONTRACT)
Senior Gameplay Programmer on a 12-month contract designing and implementing enemy, boss, and ally behavior systems for AAA games, primarily using C++.
Senior Cinematic Facial Animator (CONTRACT)
An 8-month contract role at Insomniac Games for a senior facial animator who creates high-quality in-game cinematic facial animation using FACS-based rigs, integrates facial motion capture into scenes, and polishes performances through final implementation in the game engine, working primarily in Maya.
VFX Artist (Contract)
Insomniac Games is hiring a VFX Artist for a 12-month contract (via staffing partner Yoh) to create and implement real-time particle effects for gameplay, environments, and cinematics. Core tools include Maya, Houdini, Photoshop, and node-based shader networks; the role is remote within the US.
Staff Hero Designer
Staff-level hero designer at Insomniac Games who owns the creative vision, design, and hands-on implementation/tuning of playable hero characters (combat, traversal, abilities, camera/controls) for an upcoming third-person title, prototyping in proprietary tools and engines like Unreal while leading cross-discipline pods.