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News
Ouya ditching problematic 'free-to-try' requirement
Ouya said last week during Game Developers Conference that the microconsole company would be dropping its problematic free-to-try requirement for Ouya games next month.
March 24, 2014
Get a job: Insomniac Games is hiring an iOS programmer
Insomniac Games, progenitor of Sunset Overdrive and the Ratchet & Clank games, seeks an iOS programmer to work on Outernauts in the studio's Burbank, CA office.
March 24, 2014
DirectX 12: How, why, and when
We knew DirectX 12 was on the way at GDC, but now Microsoft has lifted the veil on the next version of Direct3D, enabling richer scenes, more objects, and proper utilization of the latest GPU hardware.
March 21, 2014
Northernlion discusses getting your game covered by YouTubers
Ryan Letourneau, a prominent YouTuber with over 280,000 subscribers, explained to a GDC audience how exactly you can best go about getting your game covered by the YouTube crowd.
March 21, 2014
The inner workings of the CS:GO marketplace, according to Valve
Bronwen Grimes, technical artist on CS:GO, talked today about the road to discovering exactly what skins players wanted, and how they differed from Valve's original thoughts on the matter.
March 21, 2014
Microsoft's Spencer shines a light on Xbox One's evolution
Spencer sat down with Gamasutra editor-in-chief Kris Graft for a fireside chat about the platform -- but his answers, when taken as whole, point to the fact that the Xbox One is still a work in progress.
March 21, 2014
Father and S.O.N.: IGA talks 'Metroidvania'
Koji Igarashi, who helped found a genre with the definitive Castlevania: Symphony of the Night spoke about his defining work at GDC, and the unique design and story decisions that shaped it.
March 21, 2014
Epic's Tim Sweeney lays out the case for Unreal Engine 4
In this extensive new interview with Epic Games founder Tim Sweeney conducted at GDC, he explains the engine's new pricing structure and the decisions made in developing it.
March 21, 2014
'Iterate fast' and other design lessons learned from Hearthstone
Hearthstone designer Eric Dodds took the stage at GDC 2014 to shed light on the game’s creation and share design lessons learned by a small team building a digital card game within Blizzard.
March 21, 2014
The singularity beckons: A classic Robotron: 2084 postmortem
"It was kind of a magical experience. The feeling was amazing when we put it out." - Eugene Jarvis offered GDC goers a delightful postmortem for his 1982 cabinet arcade game Robotron: 2084.
March 20, 2014
Pump up the Volume: A candid chat with Mike Bithell
Volume dev Mike Bithell discusses how if he were launching Thomas Was Alone now, it'd be a whole different ballgame.
March 20, 2014
Behind the sales numbers of mobile hit Badland
One of the developers behind Badland developer Frogmind provides some insight on what worked and what didn't in terms of sales for their popular mobile game.
March 20, 2014
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