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News
Making 100 Games in 5 Years: The Final Year
I'm making 100 games in 5 years. Current count: 80. Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between.
Nov. 11, 2016
my own indie game studio - a recap
A short recap of how we founded our indie game company mooneye studios and how we overcame the struggles any indie studio faces in the first years.
Nov. 11, 2016
Filling Luna's touchable VR gameworld with 'juicy' feedback
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
Nov. 10, 2016
Nintendo Japan shutting down Wii U production 'soon'
An update to Nintendo's official Japanese site has confirmed that Wii U production is "scheduled to end soon."
Nov. 10, 2016
Wooga shuts Japan office as it continues casual shift
"Unfortunately the future of this office was affected as part of our strategy shift to focus exclusively on casual games in August."
Nov. 10, 2016
Veteran designer Steve Meretzky joining Candy Crush creator, King
"I can report a small piece of glad tidings among the gloom: I have just accepted a role as VP of design for King Entertainment."
Nov. 10, 2016
Titanfall 2 dev experiments with giving less data in patch notes
Two weeks after Respawn launched Titanfall 2, the studio's community management arm is experimenting with obfuscating balance patch data in a purported effort to avoid influencing player expectations.
Nov. 10, 2016
How one scientist draws inspiration from games like Dishonored 2
"What you see in Dishonored 2 is science fiction," says experimental physicist David Reilly. "it’s now over to the scientists and the engineers to follow that lead."
Nov. 10, 2016
Learning from Failure: Post Mortem of an Unborn
Should I cancel or not a game development? If this question pops up in your mind it's a signal. Something is not going as you would like. In this article we explain our own experience cancelling our first big project. And the reasons behind the decision.
Nov. 10, 2016
The Benefits of Using Unity 2D Tools to Make 3D Art
The benefits and challenges of using a streamlined workflow for making 3D art assets using only Photoshop and Unity.
Nov. 10, 2016
How to create pace in multiplayer games
Some tips for multiplayer games to create a pace curve, which starts low and rises high through a serie of tension peaks.
Nov. 10, 2016
How Design Students are Taught to Prototype on their Own
In training game design students, a major obstacle was proving to prospecting employers they are capable of creating good design. This article summarizes 2 years of research in training designers to prototype and test their design on their own.
Nov. 10, 2016
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