Robert Bailey

Technical Narrative Designer at The Molasses Flood
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Location
Somerville, Massachusetts, United States, US
Languages
  • English -

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Technical Narrative Designer
      • Nov 2022 - Present

    • Technical Designer
      • Apr 2022 - Nov 2022

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Technical Designer
      • Jan 2020 - Apr 2022

      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.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Content/Technical Designer
      • May 2019 - Jan 2020

      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. 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.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Lab/Tech Worker
      • Jan 2018 - May 2019

      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.

    • Teaching Assistant - Level Design
      • Aug 2016 - May 2019

      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.

    • Teaching Assistant - Data Structures and Algorithms
      • Sep 2017 - May 2018

      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.

    • Resident Advisor
      • Aug 2015 - May 2017

      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.

    • Notetaker
      • Sep 2014 - May 2017

      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.

    • Gameplay Programmer
      • May 2017 - Aug 2017

      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. 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.

    • United States
    • Higher Education
    • 1 - 100 Employee
    • Student Assistant
      • Jun 2014 - Jul 2015

      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.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Student Researcher
      • May 2013 - Jul 2013

      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). 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).

Education

  • Rochester Institute of Technology
    Bachelor of Science (BS) and Master of Science (MS), Game and Interactive Media Design
    2014 - 2019
  • South Carolina Governor's School for Science & Mathematics
    High School, Junior-Senior
    2012 - 2014

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