Daniel Bailey Email & Phone Number
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Who is Daniel Bailey? Overview
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Daniel Bailey is listed as Director & Producer | Producers Guild of America & BAFTA Member at Fibonacci Sound Studio, based in Reno, Nevada, United States. AeroLeads shows phone signal with area code 415 and a matched LinkedIn profile for Daniel Bailey.
Daniel Bailey previously worked as Audio Director at Fibonacci Sound Studio and Director at Freelance. Daniel Bailey holds Certificate, Film & Tv Essentials from New York University.
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About Daniel Bailey
I am a highly educated and skilled Voice Over and Audio Director and video game Producer. I have 10+ years of experience directing, producing, and acting in SAG and non-union projects including video games, television, film, and commercials. I am committed to bringing the highest quality possible to all of my projects, while making all talent and individuals involved feel comfortable and free to explore their character and world.
Listed skills include Video Game Production, Game Development, Game Design, Project Management, and 45 others.
Daniel Bailey's current company
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Daniel Bailey work experience
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Director
Current• Direct lead, supporting, walla/atmospheric, and creature voice over sessions for AAA and indie game projects• Coordinate, lead, and direct Performance Capture (PCAP) and Motion Capture (MOCAP) sessions with talent, stunt coordinators, writers, producers, and other team members• Oversee production for audio and video podcasts streaming on all major platforms• Supervise and direct ADR sessions for film, television, and commercials• Direct live-action film, television, and commercial projects• Extensive knowledge and experience with SAG-AFTRA policies and procedures• Training and certification on COVID Compliance
Voice Over Director & Head Of Production
• Managed & mentored sound designers to deliver high-quality audio tracks including score, FX, & VO• Acted as point-person between company and external IP holders to foster the best possible relationships • Trained and led junior producers and team leads across multiple international studios, offering 24/7 availability to clients without losing visibility of status or quality control of deliverables• Auditioned, hired, and oversaw recording and editing for voice over talent for multiple cross-platform IPs• Collaborated with musicians, producers, and composers to create, record, and distribute original music
Game Producer, Voice Over
• Developed and implemented new voice over processes increasing visibility from concept to implementation, using multiple metrics to aide in session scheduling, and decrease time in pipeline• Streamlined localization recording to simultaneously record and ship games in English plus 12 languages• Coordinated with narrative, quest, and cinematics teams to create high quality story & vocal performancesAttended and directed voice over sessions, selected takes, mastered selections, and implemented into game
Audio Director
Responsible for marketing, coordinating talent sessions, directing voice over sessions, communicating with casting directors and production teams on video game, television, and film projects. Work as both producer and engineer on recording, mixing and mastering for voice over, music and foley. Supervise and edit audio post-production projects, voice over recordings, and music. Schedule and direct all audio needs for studio, clients, and project partners. Supervise, edit, mix, and master audio for film and television, including dialogue, music, foley, sound effects, ADR, etc. Serve as consultant for clients on audio recording, editing, mixing, mastering, voice over casting, directing, and recording, audio treatment, soundproofing, equipment purchases, and other requirements as needed for clients.
Senior Producer
• Oversaw product management, marketing, data analytics and VIP account services departments for Zynga Poker; developed and drove sales and promotions for $500k+ per day non-regulated cross-platform game• Formed relationship and cross-promotional deal between World Poker Tour and Zynga to grow audience and reach new user demographics; in-game WPT promotions led to multiple $1 million revenue days
Senior Producer
As the Senior Producer I was responsible for the development and management of products and features that enhance all of Telltale’s games. In this role I took features from concept to market. As the manager of Telltale’s Online Team I led the design and development of features that entertain, engage and reward users beyond game play. I also acted as liaison between the company and first-party agencies like Sony and Microsoft, as well as business partners and IP holders such as Marvel, DC, and Mojang.As the UI Team Lead I oversaw the development of all features of the User Interface including, but not limited to: combat and quick time events, dialog choices, inventory systems, crafting mechanics, and menu systems. These responsibilities also involved CrowdPlay, social media integration, and all online features, like the "Big 5" where players can see live data comparing the choices they make in the game with those made by all other players across the world.In addition to my development responsibilities I was also very involved with creative teams. I participated in creative conferences, attended table reads, VO recording and editing sessions, helped generate Game Design Documents and game bibles, and heavily participate in pre-production and planning of new features across all IP's.
Adjunct Professor, Game Design
I taught upper division courses in Game Design at the University of Nevada, Reno. In this role I was responsible for developing the curriculum, lecturing, and developing media for classes in Game Design. As this is a specialized course in a new program at the University, I had the freedom to develop the class material utilizing my experience in the industry without having to adhere to a "this is the way it has always been taught" mentality, providing the students with a more accurate, up to date education and experience in the world of Game Design.I led the charge to revamp the Serious Games Minor, an interdisciplinary program between the Journalism and Computer Science Departments. I joined forces with other experienced professors and department leaders to create an appealing, competitive program that will attract students from around the world that are interested in making video games.I also worked to develop courses in Game Marketing, Game Production, Programming in C++, C# and Python, as well as courses in the Unity and Unreal Game Engines.
Lead Producer & Vo Director
At Dorkatorium Games, I served as Lead Game Producer for 50+ member teams, consisting of internal cross-functional teams, contractors, interns, and external companies/vendors creating independent and AAA games. In addition to internal games, I was the Lead Producer for contract projects, where our company was hired by developers and studios to create and/or publish their IP’s. I led and assisted the teams primarily by managing backlogs, prioritizing tasks, developing Game Design Documents, keeping the projects within scope, and using resources to remove roadblocks – in their many forms and fashions – from the team and project. I analyzed market research data, gaming trends, and user experiences to develop exciting and immersive gameplay experiences. I continually worked with every department that comprises a full Game Development Life Cycle, and was most excited to work with engineers as well as audio teams. I participated in casting and recording for voice over actors, as well as music with composers and musicians.I engaged with the local gaming community by assisting the planning and execution of the 2015 Reno Game Expo, and served as a panel member at two gaming conventions, where I discussed Video Game Production, the GDLC, marketing, and breaking into the industry. I also founded and chaired the Reno Chapter of the International Game Developers Association and the Reno Game Developers Group, where industry professionals collaborate on projects as well as mentor industry hopefuls – this group now has 200+ members.
Games Producer (Us Studio Lead)
At Selvas Inc., I was the Game Producer for the US office of a game studio owned by a Korea-based software company. I led the QA and engineering teams in developing the studios first internally developed AAA first-person shooter game. I was also the Lead External Producer for the publishing side of the company, where we localized, updated, and marketed small and AAA titles for launch in Korea, China, and Japan. In this position, I acquired a deal to localize and launch an existing mobile MMORPG in Japan, where it reached #2 in the first thirty days of its release.I managed bug tracking and fixes, and kept all phases of development and testing on track, which led to internal and external projects shipping on time and within the GDD scope. During internal game development, I was responsible for keeping the team moving forward, while constantly looking for and implementing improvements to the game and our process. I listened to pitches from team members, and integrated changes that improved game quality, while making the tough calls as needed. In this respect, making sure team members felt validated and heard was paramount.
Associate Producer
As the Associate Producer for the University of Advancing Technology’s Game Studio, I reported to the director of the studio, and assisted student teams in creating video game projects. I was responsible for guiding and collaborating with students of different disciplines, so they could come together and work as a cohesive unit and see their ideas come to life. In addition to these projects, I assisted in acquiring internship opportunities for students at external video game companies. I very much enjoyed relaying my professional game development experience to the students, because they were better prepared to obtain and succeed in their future positions at video game studios.During my time at the studio, I also participated in an internship with Blizzard Entertainment. I was responsible for working on content for the StarCraft II expansion Heart of the Swarm. I acted both as liaison between the Producer at Blizzard and my art and engineering teams, and led the teams directly at the UAT Game Studio. After completing my Scrum certifications, I was tasked with implementing Scrum methodologies to the Game Studio, and training other Associate Producers, faculty, and team leads in Scrum methodologies, which are still used and taught to students today. While at the UAT Game Studio, I was awarded the Industry Bound Mentor award for mentoring undergraduate students and interns, and the Outstanding Graduate Producer award for my work on a student game project that was shown at GDC 2014.
Quality Assurance Tester/Programmer
I worked as an independent contractor and freelance QA Tester and Programmer. In this period I improved my technical writing and documentation skills, as well as modified, developed, and wrote testing scripts, test plans, and produced test reports. I was hired as both an Alpha and Beta tester on multiple AAA projects, as well as on some independent studios’ game projects. I developed bug reports and potential fixes, communicated these quickly and efficiently to my team lead, and was often asked to stay on for future phases of development. I displayed a wide range of testing abilities and attention to detail by being able to accurately test for and identify issues with functional safety, system level integration, and platform operation. I also developed a familiarization with and utilized JIRA and Visual Studio Team Services to document and track my bugs and communicate technical specifications with the rest of the team.As a programmer, I learned and began creating games in the Unity and Unreal Game Engines, as well as Visual Studio for game and other applications. I worked on and completed my own video game projects, and was hired as an independent developer to work both as an individual and as part of a team of engineers. While I worked primarily with C++, C#, and Python, I also expanded my knowledge and experience with other tools, platforms, and programming languages, to make myself a more versatile developer. In the years I spent as an independent contractor, I was able to ship many games, all the way from personal or independent studio projects, all the way to AAA titles. I developed and displayed a keen ability to create technical specifications and code that were easy to read, reduced hardware demands, and improve error reporting/fixing without sacrificing functionality, aesthetics, or file sizes, all while keeping the project within the established parameters.
Project Manager
• Placed in charge of base evaluations office; trained and coached 15-member team in methods for providing feedback and performance reporting in unit with over 10k employees, oversaw program for over two years• Identified need for and proactively created fully electronic routing system for performance reporting; new system saved over $50k annually in materials, countless man hours, and nearly eliminated loss of documents• Coached team in professional and personal conduct and growth; acted as mentor to team members, assessed performance, took corrective action where necessary, promoted learning and growth from adversity • Managed base retraining project; determined each units’ needs and resources, obtained training authorizations and funding for members, and re-assigned newly qualified employees to maximize unit efficiency
Daniel Bailey education
Certificate, Film & Tv Essentials
Master Of Science (M.S.), Game Production And Management
Bachelor Of Arts (B.A.), Psychology & Political Science
Associate Of Arts And Sciences (Aas), Human Resources Management/Personnel Administration, General
Associate Of Arts And Sciences (Aas), Munitions Systems/Ordinance Technology
Frequently asked questions about Daniel Bailey
Quick answers generated from the profile data available on this page.
What company does Daniel Bailey work for?
Daniel Bailey works for Fibonacci Sound Studio.
What is Daniel Bailey's role at Fibonacci Sound Studio?
Daniel Bailey is listed as Director & Producer | Producers Guild of America & BAFTA Member at Fibonacci Sound Studio.
What is Daniel Bailey's phone number?
AeroLeads has found 2 phone signal(s) with area code 415 for Daniel Bailey at Fibonacci Sound Studio.
Where is Daniel Bailey based?
Daniel Bailey is based in Reno, Nevada, United States while working with Fibonacci Sound Studio.
What companies has Daniel Bailey worked for?
Daniel Bailey has worked for Fibonacci Sound Studio, Freelance, Wilmer Sound, Blizzard Entertainment, and Zynga.
How can I contact Daniel Bailey?
You can use AeroLeads to view verified contact signals for Daniel Bailey at Fibonacci Sound Studio, including work email, phone, and LinkedIn data when available.
What schools did Daniel Bailey attend?
Daniel Bailey holds Certificate, Film & Tv Essentials from New York University.
What skills is Daniel Bailey known for?
Daniel Bailey is listed with skills including Video Game Production, Game Development, Game Design, Project Management, Scrum, Video Games, Mobile Game Development, and Agile Project Management.
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