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News
EverQuest: 20 Years of Retention
Ever wonder how EverQuest has stuck around for the last 20 years? This article shares insight into EverQuest's ability to retain players decade after decade.
March 27, 2019
A Design Examination on Resident Evil 2 Remake
My written and video thoughts on the Resident Evil 2 Remastered and how it applies both action-horror and survival horror game design.
March 26, 2019
The Colonial, Non-colonial and Decolonial in Video Games
Thinking about colonial, non-colonial and decolonial mechanics.
March 26, 2019
The best slides I saw at GDC 2019
You see a lot of slides at GDC. These are the best ones from the sessions I attended.
March 25, 2019
Kliuless #28: GDC 2019 Recap
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.
March 25, 2019
A Freemium Ride
In August 2017 I launched my first freemium game on to Google Play. The next 18 months included rapid increases in revenue, sudden drops in revenue, fighting fires and having the game pulled from the store. This is the story of Pish Posh Push.
March 25, 2019
Year 2: My full time indie developer life
2018 may have brought some failures, but it also was a much more successful year. I'll cover the essence of how I am approaching the growth of the company leading into new developments.
March 25, 2019
Shape Theory in Level Design
Shape Theory is a theory we all know apart about and we are aware of it subconsciously. Here I break down how it can be used for level design and how it is used to encourage the player to act certain ways.
March 21, 2019
Video Game Deep Cuts: The Flappy Division Bell Is RingingÂ
This week's highlights include a look at Flappy Bird's effect on the indie game scene, The Division 2's politics (or lack there-of), info on Harry Potter: Wizards Unite & Days Gone, & more.
March 18, 2019
Four Axes of RPG Design
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
March 14, 2019
Complete Level Design Processes: Shaping a Cogmind Experience
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.
March 14, 2019
Designing Recompile: Twisting and turning the Metroidvania genre
Phigames are attempting to turn Metroidvania style gameplay on its head with their recently announced game Recompile. The game is planning to deliver multiple critical paths and dynamic narrative systems, elements not typically seen in this genre.
March 14, 2019
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