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Selling Your Story
Games require teamwork and if you're a game writer or developer than you need your team's support and buy-in on your work. So to help you get that here are some tools to help you sell your story to your team, your lead, your publisher or investors.
May 7, 2019
From the video game music of EA's Spore Hero to Avengers Endgame: Composing the Hero Theme
Composer Winifred Phillips presents a mini-postmortem on the evolution of a single melodic theme - first composed for EA's Spore Hero, undergoing several in-game variations, and eventually appearing in a trailer for the blockbuster AVENGERS ENDGAME film.
May 7, 2019
Loot Box Design 2.0 – Complying with China's New Rules
New Chinese regulations put restrictions on how loot boxes can be monetized. Put simply, the more revenue you drive from selling loot boxes to your players, the more you will be affected. Learn more about how and what to do instead in this blog.
May 7, 2019
Video Game Deep Cuts: Type Dreams, Death Punch Nightmares 2
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games, & lots more.
May 6, 2019
Designing Sounds for a Game
Out of all articles on game development topics, I find that ones about sound and music design are covered in really vague ways. I decided to get a bit behind the scene looks at how I create sounds here at Knocknock Games.
May 6, 2019
Kliuless #33: How China Is Upending Western Marketing
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
May 6, 2019
The Limitations of Leveling in Game Design
Today's post looks at how RPG progression has become tied to action-based design, and where I feel designers have hit the limit in terms of getting these two philosophies to work together.
May 3, 2019
81monkeys: Transitioning from Desktop to Mobile
81monkeys blog post on transition from desktop to mobile game development using GameMaker
May 3, 2019
Level Design Principles - Familiarity
I recently recorded a podcast about one of the core design principles I use every day - the familiarity principle. You can watch the video and also go through my notes.
May 3, 2019
Mapping Your Soft Launch With Hard-Hitting IP
Strong IP is a boost that can catapult games apps to the top of the charts.To make it big requires a new level of teamwork and open communications. Miss a step (or a deadline) and even a hit title can miss the mark.
May 3, 2019
Publishers: How to find them and what to expect
Signing with a publisher is a step which shouldn't be taken lightly. Its important to ask yourself the right questions and to set up realistic expectations. To that end, I've prepared a series of steps to take and questions you might want to ask yourself.
May 3, 2019
The Design Pillars of Eco
This week I’d like to dive into the core of Eco’s design a bit, and talk about the principles that guide the design and development of the game. These are things that go way back to the beginning ideas of what Eco would be.
May 2, 2019
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