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News
Guilty Gear tries something new: Preorders give arcade mode as instant bonus
If the company still makes arcade versions of its games, then it only makes sense to give players early access, right? In this case, it comes two months in advance.
April 6, 2016
Sponsored: Meet the company behind the P2P networking of Street Fighter V
ProudNet is a server and network engine used by Street Fighter V's online multiplayer mode. Learn how ProudNet can help you on your next online multiplayer game.
April 6, 2016
How Learning League of Legends Helps Me Understand Game Design
Multiplayer Games, especially MOBAs, can be obfuscating or hard to get into, but committing to one has helped me reshape how I think about Game Design..
April 6, 2016
How our small indie team created a trailer for our biggest Early Access update yet.
With the most important update of our game while we're in Early Access just come out, we need to make new trailer of our game to attract attention.
April 6, 2016
ARPU and ARPPU: one symbol, but fundamental differences
What is the difference between ARPU and ARPPU? We decided to answer this question once and forever.
April 6, 2016
An Examination of Leitmotifs and Their Use to Shape Narrative in UNDERTALE - Part 1 of 2
This is the 1st half of a 2-part article on leitmotifs in UNDERTALE and how they inform the narrative and enhance one's experience with the game.
April 6, 2016
Teaching Game Mechanics: A Hierarchy of Learning
Many designers struggle with properly explaining their games to new players, but today's post looks at some important questions to consider when trying to teach the player.
April 6, 2016
Gaming Needs To Argue More. Here Are Some Suggestions!
Game devs have a lot of things to argue about. Our art form is very, very new, and there are countless unanswered questions. I helpfully provide a list of Open Questions In the Field of Video Game Development and Marketing. Pick one and start shouting!
April 6, 2016
Working with puzzle design through state space visualization
Visualizing the state space of puzzles is a new way of working with puzzle design that tells you vital things about the puzzle design at a glance. I created a free tool for doing this and I write about how you can implement it in your own tools too..
April 6, 2016
7 examples of game AI that every developer should study
These games are all notable for the interesting, clever, novel ways in which they use AI. All are worth a closer look if you're eager to let a little algorithmic thinking improve your game design.
April 5, 2016
GDC & VRDC 2016 talks are now available to watch on the GDC Vault!
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
April 5, 2016
Video: Game industry all-stars reflect on 30 years of making games
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
April 5, 2016
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