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Using austerity as a creative tool
I have never considered financial limitations as a restraint for creativity, but as an entry point to set up criteria to start working with.
Sept. 13, 2018
Brass Tactics: Evolving classic RTS interactions for VR - Part 2
In Part 2 of this Postmortem of Brass Tactics, we explore the evolution of unit manipulation and learn some of the things that worked surprisingly well in VR.
Sept. 12, 2018
Digital Tulip Warriors: The story of Turkey's video game pioneers
A fascinating interview with Özgür Özol, designer of "Legends of Istanbul: Tulip Warriors" (1994), one of the first games developed in Turkey.
Sept. 12, 2018
How much do indie PC devs make, anyways? (Part 8)
A look at the launch and year long sales and details of Cook, Serve, Delicious! 2!!
Sept. 12, 2018
VR Headphones Update 2018: Video Game Music Composers
Video game composer Winifred Phillips explores headphones designed for VR use, including promising new models, and previously-discussed products that failed to hit retail. Includes an examination of popular misperceptions concerning surround-sound in VR.
Sept. 11, 2018
Video Game Deep Cuts: Putting The AR in Artifact?
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
Sept. 10, 2018
The challenges and opportunities of designing a game without words – the case of My Brother Rabbit by Artifex Mundi
Lead Artist Åukasz SaÅ‚ata and Chief Game Designer Daniel Gizicki talk about the of My Brother Rabbit and share with fellow developers the process and challenges of creating a game that has no verbal communication.
Sept. 10, 2018
Space, Place, and the Art of Designing Deep Levels
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Sept. 10, 2018
Kliuless? Gaming Industry ICYMI #2
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.
Sept. 10, 2018
Dude, Where’s My Money? Bundles, Funds and Crowdfunding (part 3)
What to expect from bundles, funds and crowdfunding in 2018. Is there anything left for a developer when all those sales are over and who can help?
Sept. 10, 2018
gamescom 2018: media coverage analysis
A look into the media coverage of the latest gamescom.
Sept. 7, 2018
Causes Of Conflict
Stories, drama, change—all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.
Sept. 7, 2018
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