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News
GDC Europe 2016 announces dates and calls for papers
GDC organizers have put out the call for submissions to present lectures and panel sessions at the
2016 Game Developers Conference Europe
, which will run August 15-16 in Cologne, Germany.
March 25, 2016
Video: How NetherRealm built Mortal Kombat's cinematic story mode
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
March 25, 2016
Smart calls, timing, luck, & poverty: How Rocket League succeeded
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
March 25, 2016
Oculus Rift steals Gear VR's moves, can now do the asynchronous timewarp
At GDC last week Oculus VR announced it would be bringing asynchronous timewarp capabilities to its Rift virtual reality headset, and today a blog post confirmed that the new feature will debut in Oculus PC SDK 1.3.
March 25, 2016
The importance of conversation and player stories in Moon Hunters
"Most heroes' and villains' interpersonal skills are at the core of their identity and legends because they're what drive how we act, and why we act."
March 25, 2016
Microsoft demos 'holoportation' 3D presence tech with HoloLens
Want to meet people around the globe -- in your own room? New AR technology can allow for it, as Microsoft demonstrates in a video.
March 25, 2016
GameStop: New hardware sales to shrink by 10% in 2016
On the back of a flat year for the company's game business, its execs are projecting further shrinkage in consoles and games for the year.
March 25, 2016
Using familiar objects to enhance 'the raw accessibility' of games
"I'm more concerned with the raw accessibility of a game. And I want to make brand new games for the widest possible audience. ... What they're familiar with is the stuff that we have culturally: soccer balls, billiards, playing cards, dice."
March 25, 2016
Splash screens are wrong
We see splash screens on every game and we are used to them but I think we should re-evaluate their need and execution.
March 25, 2016
ProcGen: pros and cons
In this post I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.
March 25, 2016
Space To Ground: Matters of Scale in Level Design
Designing for scale. Based on a talk of a similar name that was given at EGX Rezzed Sessions in 2015, Michael Barclay, lead level designer at Cloud Imperium Games, discusses creating drama at multiple scales in Star Citizen.
March 25, 2016
The Role of Animations in Hit Effects
This article tries to address some animation techniques to help the hit effects to be felt significantly in an action scene. The techniques mentioned here are effectively used in Dead Mage’s latest released game named Epic of Kings.
March 25, 2016
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