» Dave Voyles

About Dave Voyles

Dave is based out of Long Island, NY and is currently working on projects using the Unreal Engine. He earned his degree in Communications from SUNY Oneonta and currently doing his MBA in Management of Information Systems.

Dave is also Co-Coordinator for the Indie Games Summer Uprising on Xbox Live. You can follow him on Twitter, at @DaveVoyles

Here are my most recent posts

PAX Prime: Tribes Ascend Hands-on Preview

Posted on by Dave Voyles in PC Previews, Previews, XBLA Previews | Leave a comment

As far as FPS titles on the PC go, the landscape over the last decade has shifted greatly from what gamers of the 90s knew. Call of Duty and Battlefield titles dominate the market now, as well as consoles, where the crown was previously held by arena-style franchises including Quake, Unreal Tournament, and Tribes. After a nearly 10-year hiatus, however, Tribes is looking to take back that crown and rejuvenate the arena-shooter market. What separates the Tribes franchise from others are …

GDC Europe 2011: Industry vets share tips on approaching publishers Part 2

Posted on by Dave Voyles in Features, PC, PSN, XBLA, xblig | 3 Comments

In part 2 of this feature, we’ll introduce you to some of gaming’s more prominent publishers and find out exactly what they are looking for in a development team. If the anxiety of pitching your next title to a publisher has got you at wit’s end, then this is probably a good place to start to cool those nerves. You can find part 1 here Put some faith in people When someone says “Yeah, I’ll pass the message along,” do …

GDC Europe 2011: Industry Vets Share Tips on Approaching Publishers

Posted on by Dave Voyles in Features, PC, PSN, XBLA, xblig | 4 Comments

In part 1 of this feature, we’ll introduce you to some of gaming’s more prominent publishers and find out exactly what they are looking for in a development team. If the anxiety of pitching your next title to a publisher has got you at wit’s end, then this is probably a good place to start to cool those nerves. On the second day of GDC Europe, panelists from a variety of publishers shared what were some of the best and worst …

Firefall preview: Shooting from the hip

Posted on by Dave Voyles in PC, PC Previews, Previews | 30 Comments

As I made my way across the show floor at PAX East back in March, my gaze was instantly drawn to the oddly familiar, large logo overhead that was bathed in a lightning-blue hue. The word Firefall was drawn on the the sign and instantly recalled the familiar Starcaft logo; the similarities stop there though. FireFall is a PC-exclusive, class-based FPS…..Hey wait, we weren’t done yet! I didn’t get to telling you about how it’s completely free to play! As I mentioned …

GDC Europe 2011: How to test your game before you build it

Posted on by Dave Voyles in Features | Leave a comment

Rob Davis, director and founder of Playniac, gave a speech to a full audience at GDC Europe’s second-largest stage last week detailing various ways to test your game before building it. The event was initiated with a run through of his experimental crowd-participation game, Cat on Yer Head, which turns the audience into a “human games console” (this editor was 1 of 2 participants). Playtesting for Playniac’s upcoming title, International Racing Squirrels, consisted of playing a paper version of the game at …

David Williams explains the benefit of the free-to-play model for FireFall

Posted on by Dave Voyles in PC, Previews | 17 Comments

Red 5 Studio may be new to the block, but if their staff’s success at the previous studios is any indication of what’s to come, then we certainly should have our eyes peeled for this team. Industry veterans Scott Youngblood and James Macauley are two notable members. Youngblood previously worked as Lead Designer of Starsiege: Tribes and Tribes 2, while Macauley was the Program Manager of Core Software Services Team for Xbox at Microsoft and played an integral role in crafting the Xbox …

GDC Europe 2011: All Zombies Must Die dev shares indie marketing tips

Posted on by Dave Voyles in Features, PC, PSN, XBLA, xblig | Leave a comment

A common mistake made by developers is not to support their product after its initial release. Doublesix Games, a developer from the UK with a record for success, has released a plethora of XBLA, PSN, and PC titles in the past few years, so it was only natural that they share insight to the trials and tribulations of marketing such titles. James Brooksby, Doublesix’s studio head, gave a speech last Monday afternoon in which he discussed how, in the new …

GDC Europe 2011: Big Games Using Small Teams

Posted on by Dave Voyles in Features | 2 Comments

Just because you use a Triple-A engine, doesn’t mean you can’t be an independent developer. At least that’s the message that developer IllFonic from Denver, Colorado tried to convey in Creative Director / Co-Founder Kedhrin Gonzalez’s panel “Big Games using Small Teams using the CryEngine3.” IllFonic got its start developing the ill-fated, Ghetto Golf, which was announced in 2009 but has yet to see the light of day. It was anticipated to be an XBLA/PSN/PC title powered by the Unreal Engine. …

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