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News
Being Indie at Taipei Game Show
Last month, our team had a unique opportunity to showcase our game, Salad Hunt, at Taipei Game Show. It was certainly as big as we expected, but felt completely different from shows in the US like PAX.
Feb. 26, 2018
Give The Player What They Deserve
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Feb. 26, 2018
Farlands - Systemic Crafting of Evil Islands
Let's talk about Evil Islands' crafting system and what makes it really unique.
Feb. 26, 2018
Thoughts on Getting Over It
Assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.
Feb. 26, 2018
Taking Care of Business, 2018
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.
Feb. 26, 2018
Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Feb. 26, 2018
Make Peace, Not War | The AI of Total War (Part 4)
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.
Feb. 26, 2018
Fast 2D shadows in Unity using 1D shadow mapping
In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in the Unity game engine.
Feb. 26, 2018
VR Game Design in Recreational Dreaming: A Post-Mortem in Three Lessons
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
Feb. 23, 2018
The Design Job Matrix
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.
Feb. 23, 2018
Why a "Flappy Bird Clone" Took More Than 7 Years to Make
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Feb. 23, 2018
Cultist Simulator Pre-Sales: Why, What, and How Much
Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
Feb. 22, 2018
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