2K
An American video game publisher operating Take-Two Interactive’s 2K label and a portfolio of major sports, strategy, action, role-playing and entertainment franchises.
Last updated August 31, 2026
Overview
2K is an American video game publisher and a wholly owned publishing label of Take-Two Interactive. It was established in January 2005 after Take-Two acquired Visual Concepts, Kush Games and the intellectual property associated with the 2K sports series from Sega. The new publishing organization brought together the 2K Games and 2K Sports labels and assumed responsibility for a number of titles that had previously been handled by Take-Two’s Global Star Software business. The company’s initial identity was strongly associated with sports simulation. Visual Concepts had developed the NBA 2K, NHL 2K and MLB 2K series, and the creation of 2K formalized Take-Two’s control of those properties. Over time, however, the label expanded into a broad portfolio of premium interactive entertainment. Its principal franchises include NBA 2K, BioShock, Borderlands, Mafia, Sid Meier’s Civilization, XCOM, WWE 2K, PGA Tour 2K and TopSpin. These properties span annual sports releases, narrative action games, role-playing and looter-shooter experiences, turn-based strategy, wrestling entertainment and tennis simulation. 2K was originally based in New York City. Damage to some New York offices during a major fire in January 2006 preceded a relocation to Novato, California, in 2007, alongside Visual Concepts. In September of that year, Take-Two added 2K Play as a third label focused on casual and family-oriented games. 2K Play absorbed the assets of Global Star Software, including Cat Daddy Games, Carnival Games and licensed projects such as games based on Nickelodeon programming and Deal or No Deal. The label’s operating model combines internal development studios with external publishing, marketing, distribution and community-management functions. Its studio network has included Visual Concepts, Firaxis Games, Hangar 13, Cloud Chamber, 31st Union, HB Studios, Cat Daddy Games, 2K Valencia, 2K Madrid, 2K Chengdu, 2K Vegas and 2K Sports Lab. In 2024, Take-Two’s acquisition of The Gearbox Entertainment Company brought Gearbox Software and related Canadian studios into the 2K organization. The portfolio has also been reshaped by studio closures, mergers and rebranding, including the integration of 2K Czech into Hangar 13 and the closure of several overseas and specialist locations. Leadership changed in 2017 when Christoph Hartmann resigned as president after a long tenure within Take-Two. David Ismailer, previously 2K’s chief operating officer, became president, and Phil Dixon joined as chief operating officer later that year. Beyond publishing games, 2K operates a motion-capture facility in Petaluma, California, supporting production work for its development groups. The brand has used franchise-centered marketing, sports partnerships, influencer activity, enthusiast media and data-led campaigns to build anticipation around launches. Its 2018 “Everyone’s On” campaign for NBA 2K19 used live and aggregated game data in outdoor, digital and social creative. In 2018, 2K also launched 2K Foundations, a social-impact initiative focused on youth engagement and improvements to community spaces, including basketball courts. The program has involved NBA and WNBA players and has supported court refurbishments in communities across multiple continents. 2K remains an active global publisher within Take-Two’s portfolio. Its business is built around recognizable intellectual property, recurring sports releases, premium console and PC games, downloadable content and live-service features. The company’s 2022 proprietary PC launcher attracted criticism for compatibility and performance issues, leading 2K to phase it out and remove it from Steam and Epic Games Store titles in November 2024.
History
2K was created by Take-Two Interactive in January 2005 as a dedicated publishing organization built around the 2K Games and 2K Sports labels. The move followed Take-Two’s January 24 acquisition of Visual Concepts, Kush Games and the intellectual property connected with the 2K sports franchise from Sega. Visual Concepts had developed the NBA 2K, NHL 2K and MLB 2K series, which had previously been marketed through Sega Sports. The following day, Take-Two formed the 2K Publishing label and transferred selected titles from Global Star Software and other parts of its business. The early company was centered in New York City, although some offices were damaged by a five-alarm fire in January 2006. In June 2007, 2K and Visual Concepts relocated to Novato, California. The move established the company in the Bay Area and placed it near Take-Two’s wider development infrastructure. In September 2007, Take-Two added 2K Play, a label intended for casual and family-oriented software. It absorbed Global Star Software’s assets, including Cat Daddy Games, Carnival Games and various licensed properties. A partnership with Nickelodeon expanded the label’s presence in children’s and family entertainment. During the following years, 2K broadened beyond sports. BioShock became a major narrative and immersive-simulation property, while Borderlands established a commercially important action role-playing and looter-shooter line. Firaxis Games anchored the strategy portfolio through Civilization and XCOM, and Mafia added open-world crime drama. The company also developed or published licensed and sports properties including WWE 2K, PGA Tour 2K and TopSpin. The publishing portfolio was supported by a growing collection of internal studios and specialist production teams. Take-Two and 2K repeatedly reorganized that studio network. Visual Concepts remained central to sports development. Firaxis became part of the group in 2005, while 2K Czech was acquired in 2008 and later merged into Hangar 13. Newer organizations included Cloud Chamber, founded in 2019 to work on the BioShock series, and 31st Union, established as 2K Silicon Valley before adopting its later name. Take-Two also expanded 2K’s international development footprint through operations in China, Spain, Canada and other markets. Some studios, including 2K Australia, 2K China, 2K Hangzhou, 2K Marin and 2K Los Angeles, were subsequently closed. Leadership changed in 2017. Christoph Hartmann resigned as president after nearly two decades with Take-Two, and David Ismailer, then 2K’s chief operating officer, was appointed president. Phil Dixon joined as chief operating officer in November 2017. The company also formalized a social-impact dimension in September 2018 through 2K Foundations, which works with athletes and community partners on youth programs and improvements to underserved recreational spaces. In 2021, 2K expanded its Spanish development presence through 2K Madrid and the acquisition of Elite3D, subsequently operated as 2K Valencia. HB Studios, known for sports-development work, was also acquired in 2021. In 2023, 2K created 2K Sports Lab in Vancouver. Take-Two’s 2024 acquisition of Gearbox added Gearbox Software, Gearbox Studio Montreal and Gearbox Studio Québec to the 2K organization, strengthening the company’s position in action and role-playing publishing. 2K experimented with a proprietary PC launcher released in 2022 alongside updates to BioShock-related software. Players criticized the launcher for Linux and Steam Deck compatibility problems and for perceived performance effects in games such as Marvel’s Midnight Suns. The company subsequently removed the launcher from individual products and ultimately eliminated it from its Steam and Epic Games Store catalogues in November 2024. Today, 2K operates as Take-Two’s broad multi-genre publishing label, combining recurring sports franchises with long-running action, strategy, narrative and licensed entertainment brands.
- 2024Gearbox joins the 2K organization
Take-Two’s acquisition of Gearbox brings Gearbox Software and related Canadian studios into 2K.
- 2024PC launcher discontinued
2K removes the launcher from its Steam and Epic Games Store titles after a phase-out prompted by player criticism.
- 2022Proprietary PC launcher released
2K introduces a PC launcher connected with its game ecosystem and downloadable-content access.
- 2021Expansion in Spain and sports development
2K establishes 2K Madrid, acquires Elite3D for 2K Valencia and acquires HB Studios.
- 20182K Foundations launches
2K introduces a social-impact program focused on youth engagement and community facilities.
- 2017Leadership transition
David Ismailer becomes president after Christoph Hartmann’s resignation; Phil Dixon joins as chief operating officer later in the year.
- 20132K obtains WWE publishing rights
2K secures the rights to publish WWE video games, leading to the WWE 2K publishing line.
- 2007Relocation to Novato and launch of 2K Play
The company relocates from New York City to Novato, California, and adds 2K Play for casual and family-oriented publishing.
- 20052K is established
Take-Two Interactive creates 2K Publishing with the 2K Games and 2K Sports labels after acquiring Visual Concepts, Kush Games and the 2K sports intellectual property.
Products and positioning
A global, franchise-led publisher of premium interactive entertainment, with particular strength in sports simulation and established action, strategy and entertainment properties.
NBA 2KSports simulation2005
2K’s flagship basketball simulation franchise, developed principally by Visual Concepts. It models professional basketball competition through licensed teams, players, seasonal releases and multiple play modes, including career, franchise and online experiences. NBA 2K has been central to the company’s identity since the creation of the 2K label and is supported by extensive athlete, league and cultural marketing.
BioShockNarrative action and immersive simulation2007
A critically recognized narrative-focused franchise known for atmospheric worlds, philosophical themes, first-person exploration and combat. The series became one of 2K’s principal premium properties after its 2007 publishing debut and helped establish the label beyond sports. Its portfolio importance also led 2K to create Cloud Chamber as a dedicated development organization.
BorderlandsAction role-playing and looter shooter2009
A cooperative action role-playing series built around first-person shooting, comic-book-inspired presentation, extensive weapon variety, character abilities and loot progression. Published by 2K, the franchise has developed into one of the label’s most recognizable entertainment properties and supports console, PC and related media activity.
Sid Meier’s CivilizationTurn-based strategy2005
A long-running strategy franchise associated with Firaxis Games and published by 2K. Players guide civilizations across technological, cultural, diplomatic and military development over historical eras. Its turn-based structure, broad customization and substantial downloadable-content ecosystem make it a cornerstone of 2K’s PC and strategy portfolio.
WWE 2KProfessional wrestling simulation2013
A licensed wrestling simulation line that 2K began publishing after obtaining WWE video-game rights in 2013. The series combines exhibition wrestling, career and story-driven modes with rosters drawn from WWE programming and recurring annual releases.
PGA Tour 2KGolf simulation2018
A golf simulation franchise associated with HB Studios and 2K. It offers licensed or modeled courses, professional golfers, career progression and competitive online play, extending 2K’s sports portfolio beyond basketball and wrestling.
TopSpinTennis simulation2005
A tennis simulation franchise published by 2K in its earlier 2K Sports period and returned to the portfolio in 2024. The line focuses on professional tennis presentation, player control, tournament competition and career progression.
MLB 2KBaseball simulation2005
A baseball simulation series inherited through Visual Concepts and the formation of 2K Sports. It was part of the label’s early annual sports portfolio before the series ended in the 2010s.
Flagship businesses
- NBA 2K
- BioShock
- Borderlands
- Mafia
- Sid Meier’s Civilization
- XCOM
- WWE 2K
- PGA Tour 2K
- TopSpin
Marketing campaigns
- 2018Everyone’s On
United States
The NBA 2K19 campaign used game and basketball data to create context-sensitive outdoor, digital, video and social messages. Creative highlighted the scale and cultural reach of the basketball community rather than relying only on conventional product demonstrations.
- 20182K Foundations
Global
A social-impact initiative supporting underserved communities through youth-engagement projects and improvements to recreational spaces, including basketball-court refurbishments undertaken with NBA and WNBA participants.
- 2009NBA 2K9 “Guys and PlayStation”
United States
A creative advertising execution for NBA 2K9 by 72andSunny depicted a group of friends and the social events surrounding play, positioning the game as a shared entertainment experience.
Brand decisions
- 2022Launch a proprietary PC game launcherOther
2K introduced a launcher intended to support PC users and access to additional game content.
What changed. The launcher was deployed with selected PC titles and later rolled back after players reported compatibility and performance concerns.
Aftermath. 2K phased out the software, removed it from selected games and eliminated it from Steam and Epic Games Store titles in November 2024.
- 2007Create 2K PlayStrategy
Take-Two wanted a dedicated label for casual, family-oriented and licensed entertainment software.
What changed. 2K Play was launched and absorbed Global Star Software’s assets, including Cat Daddy Games and selected licensed properties.
Aftermath. The 2K portfolio expanded beyond premium sports and core-gamer releases into casual and family markets.
- 2005Acquire Visual Concepts and establish 2K PublishingM&A
Take-Two sought direct control of the developers and intellectual property behind the 2K sports games previously associated with Sega Sports.
What changed. Take-Two acquired Visual Concepts, Kush Games and the 2K series rights, then created the 2K Games and 2K Sports publishing structure.
Aftermath. The transaction formed the foundation of 2K as a dedicated Take-Two label and expanded Take-Two’s sports publishing capabilities.
Leadership
| Name | Title | Tenure |
|---|---|---|
| David Ismailer | President | 2017– |
| Phil Dixon | Chief Operating Officer | 2017– |
| Christoph Hartmann | Former Presidentformer | –2017 |
Recent events
- 20242K begins phasing out its PC game launcher
Following criticism regarding compatibility and performance, 2K removed its launcher from games distributed through Steam and Epic Games Store on November 18, 2024.
Other - 20182K establishes 2K Foundations social-impact program
The initiative was created to support community and youth-engagement projects, including the refurbishment of basketball courts and community spaces.
CampaignOther - 2017David Ismailer becomes 2K president
David Ismailer succeeded Christoph Hartmann as president after previously serving as the label’s chief operating officer.
Leadership change
Sources
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