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News
Unity UI: The Guru’s UI Development Diagram
I normally do not share my past struggles, but this topic deserves it. What to do when you lose hope with Unity UI? Dozens of projects with Unity UI in mobile and console platforms taught me what I will share with you in just a few minutes.
Sept. 11, 2019
Methods of creating invisible tutorials
This is an explanation of 5 different easily applicable methods for creating your own seamless and engaging invisible tutorials.
Sept. 10, 2019
From Air to Unity: The monstrous cloud editor under our bed
Journey of a small team behind Svoboda 1945 into the depths of Flash development, about building their own git, creating their own cloud editor and eventually ending up loving Unity.
Sept. 10, 2019
Raising a Ruckus: Creating Hit Games in Dreams
How do you make hit games in Dreams? Will Dreams someday compete with professionally developed games? I interviewed some of the top "dreamers" to learn from their perspectives. Here's everything I learned.
Sept. 10, 2019
Dreamcast 20th anniversary interview extravaganza 2
As the Dreamcast turns 20, we got comments from developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Sept. 9, 2019
Game Music and Empathy: How Game Composers Can Enhance Virtual Presence (Pt. 3)
The 3rd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 3: Game Music and Empathy. Included are practical examples and video demonstrations.
Sept. 9, 2019
How Steam users see your game
If you have wondered what you should put on your Steam store page, I have completed a research project to identify exactly what the average Steam user is looking for.
Sept. 6, 2019
An indie game developer discovering the world of user acquisition and advertising (with numbers)
My latest game Tents and Trees had many organic downloads, making it quite successful. I wanted to try user acquisition, as the big guys do. I’m sharing here my results, my process and some numbers obtained along the way.
Sept. 6, 2019
I Am the Cheapest Bastard In Indie Games
For 25 years, we have sold ultra-low-budget retro indie RPGs. Our graphics are lousy, and they will stay lousy. In this indie biz deep dive, we share a bunch of budget and sales numbers to show how accepting our limitations helps our business succeed.
Sept. 5, 2019
Unity Addressables: It's never too big to fit
You are leading a team of programmers and supporting artists to port a good-looking PS4 VR game to Oculus Quest. You have 1 month to halve your memory budget and 6 months to complete it. What's your first move? Let's bring Unity Addressables to the table.
Sept. 4, 2019
Retro Insectivores: Finding and Eliminating Bugs in NES Development
If you have ever engaged in programming, then you know about bugs. If bugs didn't bother us, the development process would be faster and more enjoyable. Fortunately, there are many tools and strategies for eliminating bugs - even for retro programmers.
Sept. 4, 2019
Kickstarter adventures in 2019 based on our game, Unbound: Worlds Apart
Kickstarter plans and strategies we made for our game in 2019
Sept. 4, 2019
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