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News
The Epic Store, In Its Current State, is Not Good for Anyone.
Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.
Dec. 10, 2018
A Team-Oriented Approval Process
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Dec. 10, 2018
How Tom Clancy's The Division Manages AI Online
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Dec. 10, 2018
Video Game Deep Cuts: Smash That Punch-Out, Hard 2
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Dec. 9, 2018
Kliuless #14: Game->Platform of Thrones
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Dec. 6, 2018
Game Project Funding: Matching Timing with Source
Your funding is not a problem to solve, it is an opportunity to generate success. Just be mindful of the ideal timing of the different sources of project financing and you’ll have a much greater chance of pulling it off.
Dec. 6, 2018
How Enemy AI works in Dicey Dungeons
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Dec. 5, 2018
The Design Lessons Designers Fail to Learn From Dark Souls
The success of Dark Souls has spawned many imitators, and for today's post, we're going to look at the common elements people get wrong when analyzing Souls-Like design.
Dec. 4, 2018
Your Inner Fish That Wants to Play: What Anthropology Has to Say about Games
A personal inquiry into anthropological reasons of playing in an attempt to derive some game design suggestions from our inherited desires, needs and behaviors.
Dec. 4, 2018
Video Game Deep Cuts: It's Spooky, It's Idle 2
This week's highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, & lots more.
Dec. 3, 2018
Artifact and the Five Currencies
A deep dive into Artifact's economy using the "four currencies" model, plus a fifth -- Skill!
Dec. 3, 2018
Exhibiting at DreamHack Atlanta 2018: The Great Post-Mortem
It's already hard enough to show off a narrative-focused JRPG at an expo. Even harder when said expo is primarily esports focused. Triply so when it's in a city you've never been to that's a 12-hour drive away. Here's how we managed it.
Dec. 3, 2018
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