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Robert Bailey Email & Phone Number

Technical Narrative Designer at Santa Monica Studio
Location: Austin, Texas, United States 15 work roles 2 schools
1 work email found @themolassesflood.com LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

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Current company
Role
Technical Narrative Designer
Location
Austin, Texas, United States
Company size

Who is Robert Bailey? Overview

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Quick answer

Robert Bailey is listed as Technical Narrative Designer at Santa Monica Studio, a with 536 employees, based in Austin, Texas, United States. AeroLeads shows a work email signal at themolassesflood.com and a matched LinkedIn profile for Robert Bailey.

Robert Bailey previously worked as Quest Designer at Airship Syndicate and Technical Narrative Designer at The Molasses Flood. Robert Bailey holds Bachelor Of Science (Bs) And Master Of Science (Ms), Game And Interactive Media Design from Rochester Institute Of Technology.

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{first}@themolassesflood.com
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Profile bio

About Robert Bailey

Not open to NFT or blockchain positions. Portfolio at http://www.thrownerror.comI've been making games for years, and across that I've been various flavors of designer!Currently I'm describe myself as a Quest/Content Designer with a technical background.I've worked at Wicked Realm/Tilting Point as a Technical/Content Designer on live content for "Star Trek Timelines" and I did exploratory work on what would become Cypher.I've been a Technical Narrative Designer at The Molasses Flood on "Sirius" doing work supporting the narrative team in cinematics, scripting expansion, and general tool development.I've been a Quest Designer on "Wayfinder" at Airship Syndicate where I developed content for players, including quests, tutorial chains, light cinematic work, and discoverable in-world lore.BS and MS in Game Design and Development from Rochester Institute of TechnologyDesigner for "The Gristmill" project with the Several People team (Best in Show and Best Student Game award recipient at BostonFIG 2019, Technical Excellence award recipient at RPI's 2019 GameFest).One of the designers for "HexColored," an Android color combinatorics puzzle game, made with the Placeholder Productions team ("Best UI" award recipient at RPI's 2017 GameFest).Programming experience in: C#, Java, C++, Javascript, HTML, and CSSFormer vice president for Humans vs Zombies @ RIT, a live action game for hundreds of participants played over the course of a week.Former volunteer ambassador for the Interactive Games and Media program.Passionate about communicating stories and experiences at all levels of gameplay engagement.

Listed skills include Level Design, C#, Unity3D, Creative Writing, and 19 others.

Current workplace

Robert Bailey's current company

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Santa Monica Studio
Santa Monica Studio
Technical Narrative Designer
Austin, TX, US
Employees
536
AeroLeads page
15 roles

Robert Bailey work experience

A career timeline built from the work history available for this profile.

Technical Narrative Designer

Current

Los Angeles, California, Us

Workin'

Apr 2024 - Present

Quest Designer

Austin, Tx, Us

Quest Designer on WayfinderWorked on Wayfinder development by creating player-facing content, quests, and pickups for the narrative team. Work was done in Unreal Engine 4.-Worked with writers to concept quest ideas and world history beats for the player experience. This included writing first draft dialogue and planning out quest gameplay flows.-Participated in roundtable worldbuilding and lore sessions to contribute to the backstory of Wayfinder's original world of Evenor.-Collaborated with Level Design and the narrative team to represent quests in world and edit moments where needed to reinforce the stories with more environmental support or based on the needs of the space.-Supported existing features like Sphere Unlocks and provided additional assistance for the seasonal Eventide content.-Participated in playtests and critiques for features, specifically for junior designers.-Did exploratory work implementing more widespread Hunt Intros, using both existing assets and crafting my own out of the animation library. Used Unreal Sequencer to control these and integrated them into in-dev dungeon encounters.-Authored content for pickups and in-world lore collectibles for upcoming releases.-Worked with QA to come up with plans for testing and documentation to support them.-Acted as a point of contact for Unreal engine weirdness and tricks to be a contributing member of my team's technical knowledge.

Jul 2023 - Jan 2024

Technical Narrative Designer

Waltham, Ma, Us

Worked on Witcher: Sirius development implementing game systems, creating tools, and improving workflows for the narrative team. Work was done in Unreal 4 and 5.-Developed a narrative camera system in Blueprints that allowed quest writers to create new shots and transitions.-Worked to make gameplay manipulation and accessors connect from Unreal to our proprietary quest scripting language.-Did initial ideation, development, and design work on a reactive bark system. -Worked with team members across all disciplines at the studio to ensure that their needs were met and that we were all able to contribute to the best player experience.-Occasionally did deep research into setting appropriate topics to check validity of an idea with original sources.-Worked across time zones and teams to contribute with narrative members in Poland.-Wrote quests and dialogue to test systems I had made, which passed quality checks and made it into the build.-Participated in playtests and critiques for features.

Nov 2022 - May 2023

Technical Designer

Waltham, Ma, Us

Worked on Witcher: Sirius development implementing pipeline improvements and prototyping game systems. Work was done in Unreal 4.-Made improvements to ground sampling and landscaping Editor Utility tools to allow artists to better use things like Unreal foliage in their workflow.-Made Editor Utility tooling to allow artists to easily take our modular piece kits in editor and assemble a building that could be saved as an asset and prefab. This was extended to hook up with player gameplay UI needs and could be operated with a one click operation.-Made Editor Utility tooling to allow artists to easily create locations, buildings, and POIs within a editor level that included gameplay markup, scripting needs, and cameras within a one click save operation.-Did documentation for all tooling that was completed on its readability and tone.-Worked with team members across all disciplines at the studio to ensure that their needs were met and that we were all able to contribute to the best player experience.-Participated in playtests and critiques for features.

Apr 2022 - Nov 2022

Technical Designer

Wicked Realm Games

Worked on content for Star Trek Timelines and created designer tools to streamline processes.-Acted as the main designer on weekly releases until May 2020. Created, reviewed, and balanced events, crew, packs, and ships for weekly content.-Seek out new opportunities for player engagement and expression within existing systems.-Worked with other members of the design team at Wicked Realm Games and Tilting Point to discuss, design, and implement features and new types of content for our players.-Restructured Live-ops design documentation to streamline training and reference processes, and improve cross-discipline communication, including efforts across language barriers.-Helped design and implement prototype gameplay, features, and levels.-Worked closely with writers to communicate their needs to the broader team and help drive the narrative design.-Participated in playtests and critiques for features and upcoming projects outside of Timelines.

Jan 2020 - Apr 2022

Content/Technical Designer

Framingham, Massachusetts, Us

I worked to develop tools and systems to help automate content creation, as well as maintaining game balance within our existing systems. I created and balanced weekly content with events and crew, balancing needs of the game with the needs of the narrative. I acted as the main developer on Star Trek Timelines' weekly releases from September 2019 on.

May 2019 - Jan 2020

Lab/Tech Worker

Rochester, Ny, Us

As a Lab Worker, I assisted students across the Interactive Games and Media curriculum. I acted as an authority in the labs to ensure a safe working environment for all there. In addition, I acted as a tutor, helping students through problem areas across coding, design, and implementation. As a tech worker, I helped ensure the labs ran smoothly on a technical level. I repaired machines, replaced components, re-imaged computers, and anything else that needed to happen on a hardware level for classes and labs to occur without incident.

Jan 2018 - May 2019

Teaching Assistant - Level Design

Rochester, Ny, Us

As a Teaching Assistant (TA) at RIT, I worked under the Interactive Games and Media branch to help support students in the classroom and grade work outside of the class. I was a TA for Level Design, where I helped critique, analyze, playtest, and provide feedback for student projects across various genres and tools. Example games and tools include: Unreal Engine, Unreal Tournament, Fallout Creation Kit, Starcraft II, Dota 2, and Killing Floor 2.

Aug 2016 - May 2019

Teaching Assistant - Data Structures And Algorithms

Rochester, Ny, Us

As a Teaching Assistant (TA) at RIT, I worked under the Interactive Games and Media branch to help support students in the classroom and grade work outside of the class. As a teaching assistant for Data Structures and Algorithms, I helped second and third year IGM students grasp foundation concepts of C++ programming and computing algorithms. In addition, I helped grade and evaluate student work while providing feedback.

Sep 2017 - May 2018

Resident Advisor

Rochester, Ny, Us

As a Resident Advisor (RA) at RIT, it was my job to build a community on my floor, ensure rules are being followed, and make sure my residents are safe. I hosted various events to build up my floor, as well as do rounds and work at a service desk as a RA. I also worked as a member of a cross cultural team with deaf, hard of hearing, and hearing members and supervisors to ensure the best living experience for residents of various backgrounds during their stay at RIT.

Aug 2015 - May 2017

Notetaker

Rochester, Ny, Us

I worked at the National Technical Institute for the Deaf, located at RIT, as a notetaker for multiple courses. I had to be timely with delivery of my notes, and ensure that all of the information from class was recorded accurately in a readable fashion.

Sep 2014 - May 2017

Gameplay Programmer

Magic Spell Studios, Llc

Worked on ColorCoded (now HexColored) at Magic Spell Studios, LLC, over the summer of 2017. Developed gameplay mechanics, with an emphasis on usability, new player experience, and microtransaction implementation. In addition, I worked on porting to Android and iOS platforms and Google/Apple stores while incorporating professional feedback and advice to improve the game.

May 2017 - Aug 2017

Student Assistant

South Carolina Governor'S School For Science & Mathematics

I worked with a team of other counselors to manage the campers and various evening activities over four sessions of a week long camp. In addition, the counselors would be on call throughout the evenings to assist with any problems the campers might have. I did this over the summers of 2014 and 2015. Subjects I worked with included Arduino Robotics, programming in Presentation, analyzing using Tracker, and helping explain basic physics ideas.The camps took place June-July of 2014 and 2015.

Jun 2014 - Jul 2015

Student Researcher

Columbia, Sc, Us

I worked on a coral reef ecological simulator in the Unity3D game engine under then-graduate student JJ Shepherd in Dr. Jijun Tang's lab during a summer internship. After leaving the lab, I worked on a research paper and presentation until December, where I presented at the South Carolina Junior Academy of Science (SCJAS).

May 2013 - Jul 2013
2 education records

Robert Bailey education

Bachelor Of Science (Bs) And Master Of Science (Ms), Game And Interactive Media Design

Rochester Institute Of Technology

High School

South Carolina Governor'S School For Science & Mathematics
FAQ

Frequently asked questions about Robert Bailey

Quick answers generated from the profile data available on this page.

What company does Robert Bailey work for?

Robert Bailey works for Santa Monica Studio.

What is Robert Bailey's role at Santa Monica Studio?

Robert Bailey is listed as Technical Narrative Designer at Santa Monica Studio.

What is Robert Bailey's email address?

AeroLeads has found 1 work email signal at @themolassesflood.com for Robert Bailey at Santa Monica Studio.

Where is Robert Bailey based?

Robert Bailey is based in Austin, Texas, United States while working with Santa Monica Studio.

What companies has Robert Bailey worked for?

Robert Bailey has worked for Santa Monica Studio, Airship Syndicate, The Molasses Flood, Wicked Realm Games, and Disruptor Beam Inc..

How can I contact Robert Bailey?

You can use AeroLeads to view verified contact signals for Robert Bailey at Santa Monica Studio, including work email, phone, and LinkedIn data when available.

What schools did Robert Bailey attend?

Robert Bailey holds Bachelor Of Science (Bs) And Master Of Science (Ms), Game And Interactive Media Design from Rochester Institute Of Technology.

What skills is Robert Bailey known for?

Robert Bailey is listed with skills including Level Design, C#, Unity3D, Creative Writing, Rapid Prototyping, C++, Game Development, and Management.

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