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News
QI, not QA
In this article I will explore the acronym QA, and why I think we should do away with it for good.
Nov. 3, 2016
Music Game Plan: Tactics for the Video Game Composer (Part Three)
Video game music composer Winifred Phillips breaks down the popular vertical layering interactive music technique, with music examples and a video tutorial showcasing techniques from one of her game projects (The Maw video game from Twisted Pixel).
Nov. 3, 2016
Working with Warhammer 40,000: Space Wolf community
In this article we talk about Warhammer 40,000: Space Wolf community and how we work with it.
Nov. 3, 2016
Getting the mixture of genres just right in Halcyon 6
"Mashing together XCOM-like base building and JRPG-style combat into a cohesive design was much harder than anticipated ... and we anticipated it would be quite hard.”
Nov. 2, 2016
Details on GameMaker Studio 2 features roll out as limited beta begins
YoYo Games has announced GameMaker Studio 2, a new development tool that rebuilds the Studio platform with a new UI, node based coding, and overall updated workspaces.
Nov. 2, 2016
It took more than 50 years of innovation to create modern VR
Learn more about the shockingly deep and complex origins of virtual reality through an in-depth look at the 25 most influential creators that helped bring VR technology to where it is today.
Nov. 2, 2016
Get a job: Be a Senior Producer at Disruptor Beam
Good at shepherding games and features from initial concept to final delivery? Disruptor Beam seeks a Senior Producer to do just that alongside the rest of the dev team in Framingham, Massachusetts.
Nov. 2, 2016
Get tips on maximizing the life of 'midcore' mobile games at GDC 2017
Using data from the Kongregate portfolio, Kongregate's own Tammy Levy will give you practical advice on maximizing the life (and lifetime value) of your mobile game at
GDC 2017
!
Nov. 2, 2016
HoloLens dev shares advice on developing mixed-reality games
“It’s called mixed reality for a reason," Flarb founder and HoloLens developer Ralph Barbagallo said today at VRDC. When you’re planning your HoloLens content...you can use the real world.”
Nov. 2, 2016
Cameras, HUDs and WTF: Improving the usability of your next VR game
XEODesign founder Nicole Lazzaro took the stage at VRDC in San Francisco today to share some key lessons he and her team have learned about creating usable, approachable VR games.
Nov. 2, 2016
GameStop says sales of October's big releases were weaker than expected
GameStop warned investors today that its upcoming earnings report will be "weaker than expected" due to October releases underperforming at GameStop sales counters.
Nov. 2, 2016
'Text looks rubbish' and other VR design lessons learned on EVE: Valkyrie
“You have to dial everything up to 11 in terms of feedback,” said CCP's Andrew Willans today in a talk about VR game design lessons learned during EVE: Valkyrie's development. Also: Text sucks in VR.
Nov. 2, 2016
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