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Prospect and Refuge
Why do we feel safe in some spaces but anxious in others? This article examines how Metal Gear Solid V integrates player psychology into its level design.
July 30, 2018
Irreversible Events
One way that game developers can limit player options is by implementing one-way, irreversible events.
July 27, 2018
From Consoles to Steam: Lessons Learned and Questions Raised from LIGHTFIELD
In the nine months between the original console release of LIGHTFIELD and bringing it to Steam as the Lightfield HYPER Edition, 4-person indie team Lost in the Garden learned a few lessons but also left some big questions unanswered.
July 27, 2018
The Mechanics of Worldbuilding
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning - including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.
July 26, 2018
The Art of the Dark: Creating Eleutheria
Sunless Skies (the sequel to Sunless Sea) just released its newest region: Eleutheria. Take a look at some of the approaches and processes the art team employed in its creation.
July 25, 2018
Skill vs RNG -- The Debate of Controlling Progress
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.
July 25, 2018
Meet The Mobile, Casual Puzzle Games Of 100 Years Ago
Pigs in Clover, the 1889 analog, mobile puzzle game "featured" in HBO's Westworld kicked off a craze and a genre. Learn more about this style of game and their recreation on mobile platforms.
July 25, 2018
Breath of the Wild's Montessori Method
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
July 23, 2018
Is Anything More Important Than a Game's Consistency?
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
July 23, 2018
Solo Indie Developers after Steam Direct
Moving into the "Post Steam Greenlight" era where do solo indie developers go? Is this a dying breed destined to fade away into the ocean of games that Steam has become?
July 23, 2018
Textual Procedural Generation and Narration: Generalities, Opinions, Tips and Perspectives.
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
July 20, 2018
Level design: Tricks of the trade
In this post, I look into some of the various level design techniques that can be used during the level creation process, that can help to communicate your design intent and direct the player through a level.
July 20, 2018
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