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News
Video Game Deep Cuts: Nintendo Plays Owlboy
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy, among other stories.
Nov. 14, 2016
Easy Gamedev Planning – The Agile Way
Project management and planning in game development is Fun and Highly Creative. It’s one of the most rewarding activities out there, but also one of bad history, bad fame and heavily underrated. I want to show you a better way!
Nov. 14, 2016
Games for healing during scary times | This week in videogame blogging
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on how games can do something positive during times of widespread fear and anger.
Nov. 14, 2016
Building apps & games for Xbox One using UWP – Build once and target many FutureDecoded 2016
For everyone who couldn't attend Future Decoded 2016, I've recorded my session and written an accompanying blog post on the talk. Get the low down on building UWP games and publishing them to the XboxOne. Get started, get ready and publish great games
Nov. 14, 2016
Yes, games matter. Yes, even now.
In the wake of the US's version of Brexit, do games matter? Shit yes, they do. If you voted Trump, you'll find some aspects to hate in this piece, though the overall message applies equally to everyone.
Nov. 14, 2016
Why You Should Want Day One Patches
This year has seen a lot of debates about the use of day one patches in video games. And for today's post, we're going to talk about whey they're important for game design, despite some negatives.
Nov. 14, 2016
Maximizing profits from advertising in mobile games and apps
In this blog post I’m going to share with you some tips on the topic of ads in mobile games. It will based on our experience with implementing such solutions in Tabasco Interactive. Special thanks for Karol Drzymała for sharing most of these thoughts
Nov. 14, 2016
Antegods Code Update: Connecting Computers
We're working on making our stonepunk arena action game Antegods a reality. This time, lead programmer Niels shares some insights into our networking code. How do we make those infernal PC machines talk to each other?
Nov. 14, 2016
The advent of the product designer: making games within marketing constraints
"If I focus on game design, I may be able to make a fun game, but I won't have the analytics, the strategy, or the structure to make a game that will sell."
Nov. 11, 2016
Surviving the nine-year development of Owlboy
We talked to the team at D-Pad Studio to learn about how they grappled with the emotional and technical challenges of finishing Owlboy.
Nov. 11, 2016
Chat with the developers of Owlboy today at 3PM EST
We could all use some good vibes this week. So let's talk about the heartwarming Owlboy and how its creators finished the game after 9 years.
Nov. 11, 2016
IMAX raised $50 million to fund creation of VR experiences 2
The usually film-focused company is partnering with filmmakers and gaming publishers to create high quality, interactive VR experiences that will bolster interest in the platform.
Nov. 11, 2016
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