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News
Video Game Deep Cuts: A WiLD eSports Mario Approaches
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
April 8, 2018
Flufftopia Postmortem: An Itch.io game by the numbers
This is a Postmortem for Flufftopia, a small, free game we released on Itch.io about a month ago and got very lucky with.
April 5, 2018
Game Against the Machine
Artificial Intelligence is being trained to make weapons and predict the outcome of battles. But fear not, there is no nefarious purpose behind this work at The Institute of Digital Games; the research intends to make games more balanced and enjoyable.
April 5, 2018
Know Your Inheritance
I gave a short talk at GDC this year on the importance of understanding what your game has inherited from the past.
April 5, 2018
Taxonomy of Fishing Mini-games
Fishing is probably the most common mini-game in gaming history. So I tried to analyze for fun many of the possible variations in commercial game. How can we classify them? Can we create something new?
April 5, 2018
Gameplay Setbacks As A Tool For Creating Impactful Moments
How Gameplay Setbacks can be used to create meaningful and memorable moments of growth for players.
April 4, 2018
Recap of our Roundtable at GDC
Recap of our one-hour session at GDC in which we discussed the current hot topics of Game Localization with Developers, Localization Managers, Translators, Students, Academics, and Executives.
April 4, 2018
Improved Lerp Smoothing.
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
April 4, 2018
Where C# Meets CSS: Tech Tricks From An AR Lyrics Experiment
One woman's hacky approach to making beautiful, 3D, animated handwriting in augmented reality.
April 3, 2018
Encapsulated scene architecture for large teams in Unity
An example of architecture that enables a large team to work on the same scene without conflicting or overlapping work, allowing parallel development of different parts of the scene without interference between team members.
April 3, 2018
Efficient Development
I often get asked how I develop games so fast with high quality. Usually I shrug my shoulders and give an "I don't know" answer because it's half the truth, and I don't want to sound like a know-it-all fool. I'll try to put it in words.
April 3, 2018
A Game Dev Story, Part 3 (Growing Pains)
A look back at my time working for 343 Industries and some related growing pains.
April 3, 2018
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