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News
Is Your 21st Century Games Career What You Thought It Would Look Like?
Games careers aren't as linear or black-and-white as we've been taught. There's more paths than becoming a studio employee, growing a company with an investor, or shooting for the full-time indie dream. How do you think yours will look in the 2020s?
Jan. 17, 2020
Game Dev Digest Issue #27 - OpenUPM, UVs, Reducing Memory, DOTS, Sounds, and ML
Game Dev Digest. The free weekly Unity game dev newsletter. Issue #27 - OpenUPM, UVs, Reducing Memory, DOTS, Sounds, and ML.
Jan. 17, 2020
I Hate Roguelikes, And So Should You!
Roguelikes combine permadeath with an enormous amount of randomness. That's not too bad, and can be fun if handled well, but roguelike randomness is far more problematic than just that...
Jan. 17, 2020
Video Game Deep Cuts: 2020's Most Exciting, 1983's Most Breakout Games 2
The latest highlights include a look at 2020's most anticipated PC games, 1983's 'breakout' game (fine, it's a book excerpt from a 1983 tome about Breakout!), plus looks at Android: Netrunner, the best game animation of last year, & lots more besides.
Jan. 17, 2020
Kickstarter and Games in 2019
The annual review of the performance of games projects on Kickstarter in the past 12 months.
Jan. 15, 2020
Crazy Karting with Monkeys, Chickens and UFOs a Touring Karts post-mortem
This article we briefly goes through the history of the studio, and explains the key facts and circumstances that took them to create Touring Karts, to end up focusing on the unique aspects of the game development, their challenges and lessons learned.
Jan. 14, 2020
The Ultimate Guide to Draw Call Batching in Unity 2020+
Can you guess why keeping Draw Calls at bay is today more relevant than ever? Don't let them screw your game. Find out how to use modern batching in Unity 2020+
Jan. 14, 2020
Kliuless #64: 2020 Visions for the Future
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Jan. 13, 2020
Designing Main Menu Screens for Visually Impaired Gamers
A collection of thoughts, discoveries and considerations while designing user interfaces for visually impaired gamers.
Jan. 13, 2020
Video Game Deep Cuts: Punk Nomad Disco Elysium Switch 2
The latest highlights include a great piece on a unique Ubisoft 'fixer', the unlikely story behind Disco Elysium's success, the underappreciated Switch games of last year, and a whooole bunch more great articles besides.
Jan. 12, 2020
The Importance of the New Player's Experience
Every videogame is someone's first, and it's important for every designer to think about their game from the new player's experience as a way of improving the playability and onboarding of their title.
Jan. 10, 2020
TILTit postmortem - or how to not publish a game in todays market
The postmortem of physics based, falling blocks, puzzle game - TILTit.
Jan. 10, 2020
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