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News
Rebranding Difficulty Modes
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.
Sept. 27, 2019
Creature in the Well Development with Bohdon Sayre
Bohdon Sayre (or Bo) is the programmer for Creature in the Well, a game that has recently been released and has been coined by fans as a pinball hack and slash adventure game.
Sept. 25, 2019
Ad Monetization for mature titles
Social Quantum’s experience of changing the Megapolis monetization strategy.
Sept. 24, 2019
California’s AB5 Labor Bill Will Greatly Affect Game Companies
On January 1st, 2020, California’s AB5 Labor Bill will go into effect and will prevent many companies from treating their workers as independent contractors.
Sept. 24, 2019
Do you need a publisher to 'make your game sell'? 2
In the world of near-infinite games, does a ‘video game publisher’ actually make your game sell better? Here's some key points to think about when you decide if you want a publisher or... not.
Sept. 24, 2019
3 Strategies to Grow Gamers’ Loyalty and Retention Rate
A selection of the top strategies on improving your games' retention, with expert advice from app-store specialists.
Sept. 23, 2019
Inside the process of creating the score for Temtem: adaptive music.
A look into Temtem's work in progress score creation and the adptive music techniques behind it.
Sept. 23, 2019
Video Game Deep Cuts: Sayonara, Switch Lite, Wild Herds
This week's highlights include the gorgeous Sayonara Wild Hearts & the launch of the Switch Lite, as well as a doc on the making of Them's Fighting Herds, Borderlands 3, and lots, lots more.
Sept. 21, 2019
Kliuless #50: Platform Updates
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Sept. 20, 2019
Eliza developer Matthew Burns on stress, choices that matter, and language of games
'Eliza' is the latest title from Zachtronics that took everyone by surprise. We caught up with 'Eliza' developer Matthew Burns to talk about the game's original approach to interactive storytelling.
Sept. 19, 2019
What Client-to-Cloud REALLY Means
Using cloud gaming as a backdrop, Neil Schneider discusses the double entendre of the Client-to-Cloud Revolution and what the ramifications are for the next era of computing and its related ecosystems.
Sept. 19, 2019
Making People Understand And Care About Your Game 2
An exploration into the customer value proposition, AKA the full, persuasive explanation as to why someone would want your game and what they’d get if they bought it.
Sept. 19, 2019
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