Product
Game Protection
Anti-Cheat & Anti-Hack
Online Protection
Solutions
FPS Game Solution
SLG Game Solution
Casual Game Solution
MMO Game Solution
Card Game Solution
Help Center
Android
User Manual
Tool Download
FAQ
iOS
User Manual
Tool Download
FAQ
Windows
User Manual
Tool Download
FAQ
Blog
Price
Android
iOS
Windows
Company
About us
Why JikGuard
Contact us
Free Trial
News
Finding the fun fast: How rapid prototyping shaped Evolve
One of the keys to Turtle Rock's success is its emphasis on rapid prototyping -- find the fun first and iterate and build from there. We spoke to the studio's creative director Phil Robb at E3.
June 16, 2014
Attendance up, exhibitor numbers down at E3 this year
Around 49,800 people attended E3 this year, up slightly from last year's attendance of 48,200, although the number of exhibitors dropped.
June 13, 2014
How happy accidents made Oculus platformer Lucky's Tale possible
Building a third-person virtual reality platformer seems like a fool's errand, but Paul Bettner's new studio Playful has stumbled upon some VR design tricks that seem to make it work.
June 13, 2014
Evolve studio Turtle Rock eyes Early Access development
Turtle Rock Studios' creative director and studio cofounder Phil Robb sees the benefits in pulling the veil back on game development.
June 13, 2014
Ubisoft's trouble with Uplay, love for companion apps and microtransactions
Gamasutra speaks to Ubisoft vice president of digital publishing Chris Early about the botched Watch Dogs PC launch and Uplay's image problem.
June 12, 2014
Nintendo's new IP, Code Name S.T.E.A.M.: Strategy for a new audience
Nintendo's special event for a new IP turned out to be a 3DS strategy game from Intelligent Systems, the Fire Emblem developers -- with hopes of reaching players who don't like strategy.
June 12, 2014
Too much extra work to put women assassins in Assassin's Creed Unity
"The only logical option, the only option we had, was to cut the female avatar." - Alex Amancio, creative director at Ubisoft, explains why there are no women assassins in the new Assassin's Creed.
June 11, 2014
Dying Light's action-oriented approach to survival horror design
For developer Techland, designing for fear in Dying Light is less about suspenseful psychological horror, and more about an open world experience with few lulls, and frequent spikes of fear.
June 11, 2014
What did they do to you?: Our women heroes problem
Spurred by the Rise of the Tomb Raider and Infamous: Last Light E3 trailers, Leigh Alexander reflects on the trend of seeing women heroes primarily through the trauma they've endured.
June 11, 2014
Kojima hopes to tackle controversial themes with AAA design
The Metal Gear creator takes full responsibility for the messages his games convey and promising to continue exploring controversial themes, even as he struggles with the demands of AAA development.
June 11, 2014
Devolver Digital is content to keep its distance from the industry
“We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do -- we’re hanging out with our buddies, doing something really cool. It feels like a family."
June 11, 2014
‘Nasty, complicated’ choice design in Tales from the Borderlands
For Telltale Games and its upcoming choice-driven adventure game Tales from the Borderlands, the studio wants to convey the themes of the Borderlands universe in the decisions players make.
June 11, 2014
Prev
1
...
10
11
12
13
14
15
16
17
18
19
Next