Explore jobs
Find specific jobs
Explore careers
Explore professions
Best companies
Explore companies
Take-Two Founded in 1993
In technology people expect you to be a younger person." Through family and private investors the 21-year-old entrepreneur was able to raise $1.5 million and establish Take-Two in the fall of 1993.
The trend was started by Mechadeus, a San Francisco game developer that had used an unknown actress in its 1993 offering, Critical Pass.
1993: Take-Two is incorporated.
By June 1994, the company had acquired and absorbed InterOptica, a software publisher owned by Wan Chai and headed by Catherine Winchester (later Heald); the latter became Take-Two's first president.
Released in December 1994, the game would sell 300,000 copies worldwide over the next six months and generate a healthy profit for the company.
In February 1995, GameTek acquired a stake in Take-Two, aligning the studio with its own Alternative Reality Technologies.
By July 1995, Take-Two had established its head office in the Silicon Alley area of New York City.
In February 1996, Take-Two reached an agreement with Acclaim to distribute its titles, starting with Ripper and followed by Hell: A Cyberpunk Thriller and Star Crusader.
Take-Two's first purchase was completed in September 1996 when it paid nearly $1.75 million in cash and stock for Mission Studios Corporation, a flight simulation game developer whose only product to date was JetFighter III. The game was subsequently released by Take-Two two months later.
Take-Two expanded in its Latrobe location and, in September 1996, took over the second floor of its office building, which had been occupied by the Chestnut Ridge Chapter of the American Red Cross.
The company announced this intent in April 1997, looking to raise $8.2 million.
The company had its initial public offering (IPO) on April 15, 1997, being listed under the ticker symbol TTWO on the NASDAQ stock exchange.
Furthermore, in July 1997, Take-Two acquired Inventory Management Systems, Inc. and Creative Alliance Group, Inc.
Take-Two continued to grow its business in 1998.
Seremet sold his stake in the company in 1998.
In March 1999, Take-Two added the budget software publishing and distribution operations in Norway, Sweden, and Denmark of FunSoft Nordic A.S., which was renamed of All Games Scandinavia.
Revenues in 1999 increased by more than 57 percent over the previous year, topping $300 million, while net income more than doubled to $16.3 million.
Take-Two also began to look to the Internet in 1999, an area that held great promise for the future of interactive gaming.
Investors took some notice of Take-Two activities in 1999, bidding up its stock above $13, although the price would again sink to the $7 level before finding a middle ground.
Take-Two made a number of purchases in 1999 to build up its distribution business.
Take-Two, however, continued to increase sales at a steady rate despite a general downturn in the tech sector, posting revenues of $387 million in 2000 and income of almost $25 million.
In February 2001, Brant stepped down as CEO of Take-Two to serve as its chairman, being replaced in the former role by Sumner.
However, during this period, the United States Securities and Exchange Commission (SEC) began examining Take-Two's business records, based on complaints filed from 2001 that Take-Two's earnings did not seem to match figures of game sales reported by NPD Group.
He founded ZelnickMedia few years later in 2001 as a private equity firm to focus on media and interactive entertainment investments.
In 2004, Take-Two paid US$22.3 million to Infogrames for the rights to the Civilization series.
Both studios had been extensively behind several sports simulation games, branded through ESPN, and typically released updated versions each year, using a 2K brand to differentiate versions (such as ESPN NFL 2K5). In 2004, Take-Two had struck a deal with Sega to help publish these titles.
In 2005, Take-Two began a host of acquisitions, spending more than US$80 million buying game developers.
Brant, who had remained with the company in the non-executive role of "Vice President of Production", ultimately resigned from the company in October 2006, following a four-month disability leave due to a bad back.
Actions taken against Take-Two included an investigation by the Federal Trade Commission for deceptive advertising, to which Take-Two and Rockstar settled in 2006 on fines for any future violations of content ratings.
A fire had damaged part of the Take-Two headquarters building in New York in 2006.
There was also issues with Take-Two failing to make its revenue targets, having lost US$163.3 million in 2006.
In early January 2007, Take-Two relocated the headquarters for 2K to Novato, California to 65,000 square feet of space at Hamilton Landing, an office park that had repurposed the former hangar structures from the Hamilton Army Airfield.
In December 2007, Take-Two established 2K Marin (named after Marin County, where Novato is located) and expanded its presence at Hamilton Landing.
In 2007, a separate investigation by the SEC found further issues with Brant and two other executives of the company.
The company announced a major restructuring in mid-2007, following the takeover.
In mid-February 2008, EA made a US$25-per-share all-cash transaction offer worth around US$1.9 billion to the board of Take-Two, subsequently revising it to US$26 per share after being rejected and making the offer known to the public.
Electronic Arts' (EA) 2008 CEO, John Riccitiello, stated that, with the establishing of Rockstar, Take-Two effectively invented the "label" corporate structure, which EA followed into in 2008.
Subsequently, in December 2009, Take-Two sold Jack of All Games to Synnex for about US$43 million, leaving the distribution market and focusing solely on development and publishing.
The move to buy back shares was seen by analysts of the company's assurance in Grand Theft Auto V, which was released in September 2013.
Around 2013, Take-Two began to repurchase about 7.5 million outstanding shares of the company (about 10%), based on the company's projections that it would remain profitable over the next several years.
Leslie Benzies, former President of Rockstar North, took sabbatical leave from Rockstar on September 1, 2014.
In January 2016 it was announced that he had left the company.
On April 12, 2016, Benzies started legal action against Rockstar and Take-Two claiming $150 million in unpaid royalties.
Take-Two had invested into mobile-game developer Scopely in July 2016.
On May 31, 2017, Take-Two Interactive acquired Kerbal Space Program.
Later, Take-Two announced the formation of its Private Division publishing label on December 14, 2017.
On March 9, 2018, S&P Global announced the addition of Take-Two Interactive to the S&P 500, joining two other major video game publishers EA and Activision Blizzard.
On March 29, 2018, Benzies' litigation against Rockstar and Take-Two suffered a significant setback when the companies succeeded in dismissing 12 out of 18 of his claims, though the court did rule that Benzies "remains entitled to receive certain royalties" as part of his compensation.
The inaugural season is planned to launch in May 2018.
Grand Theft Auto V has since sold nearly 100 million units by 2018, making it one of the most successful video games ever and bringing an estimated US$6 billion to Take-Two, increasing its stock value by more than 600%.
Take-Two and the NBA signed a seven-year, US$1.1 billion licensing deal to extend Take-Two's rights to develop the NBA 2K games in January 2019.
A then-yet-to-be named studio under the 2K brand in the Silicon Valley region of the San Francisco Bay Area was established by Take-Two in February 2019.
Brant died of cardiac arrest in March 2019 at the age of 47.
In May 2019, Rockstar Games announced that they had acquired Dhruva Interactive from Starbreeze Studios for $7.9 million, with the sale having been finalized later that same month.
Take-Two offered to buyout Codemasters in November 2020 in a deal valued approximately US$973 million.
Take-Two formally withdrew its offer in January 2021.
The Public Investment Fund of Saudi Arabia acquired 3.9 million shares of Take-Two, valued at $826 million, in February 2021.
While the offer awaited regulatory approval and was expected to be complete by early 2021, both Take-Two and Codemasters' board of directors confirmed the deal.
Take-Two Interactive announced its intent to acquire the mobile developer Zynga in January 2022, in a cash-and-stock deal with a value of $12.7 billion, with Take-Two acquiring all outstanding shares of Zynga at $9.86 apiece.
Rate Take-Two Interactive Software's efforts to communicate its history to employees.
Do you work at Take-Two Interactive Software?
Does Take-Two Interactive Software communicate its history to new hires?
| Company name | Founded date | Revenue | Employee size | Job openings |
|---|---|---|---|---|
| Electronic Arts | 1982 | $7.6B | 9,800 | 33 |
| Monolith Productions | 1994 | $8.4M | 100 | - |
| Daybreak Game | 2015 | $25.0M | 450 | 17 |
| Epic Games | 1991 | $500.0M | 1,001 | 115 |
| Gearbox Software | 1999 | $45.4M | 550 | 16 |
| Sony Interactive Entertainment America | 1995 | $450.0M | 8,000 | - |
| SEGA | 1940 | $1.9B | 3,238 | 37 |
| Rockstar Games | 1998 | $63.0M | 2,001 | 65 |
| 2k | - | $7.5M | 3,000 | 53 |
| IDG | 2001 | $240.0M | 3,500 | - |
Zippia gives an in-depth look into the details of Take-Two Interactive Software, including salaries, political affiliations, employee data, and more, in order to inform job seekers about Take-Two Interactive Software. The employee data is based on information from people who have self-reported their past or current employments at Take-Two Interactive Software. The data on this page is also based on data sources collected from public and open data sources on the Internet and other locations, as well as proprietary data we licensed from other companies. Sources of data may include, but are not limited to, the BLS, company filings, estimates based on those filings, H1B filings, and other public and private datasets. While we have made attempts to ensure that the information displayed are correct, Zippia is not responsible for any errors or omissions or for the results obtained from the use of this information. None of the information on this page has been provided or approved by Take-Two Interactive Software. The data presented on this page does not represent the view of Take-Two Interactive Software and its employees or that of Zippia.
Take-Two Interactive Software may also be known as or be related to Take-Two Interactive, Take-Two Interactive Software, Take-Two Interactive Software Inc, Take-Two Interactive Software, Inc. and Take-two Interactive Software, Inc.