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News
Lessons from Suzy Cube: Measuring Up
When working on a game involving a lot of jumping and platforming, it's important for players to be able to form an intuitive sense of the avatar's jump height and distance. This article shows how this is being handled in upcoming platformer Suzy Cube.
Aug. 28, 2017
How (and why) we ported SHENZHEN SOLITAIRE to MS-DOS
Can two programmers accustomed to making games for modern computers with gigabytes of RAM and high-color HD displays port one of their games to MS-DOS? Neither of us had any experience developing on such old hardware, but we felt compelled to try!
Aug. 28, 2017
Adding some perspective to your Unity 2D game.
Learn how to recreate some classic 2D projections in your Unity games and even add some perspective without breaking a sweat.
Aug. 25, 2017
Perceiving is believing – part 1
Perceiving is believing, or is it really? We have five basic senses which we use to perceive the world with: smell, taste, touch, seeing and hearing. But there is a difference between sensing and perceiving.
Aug. 24, 2017
Authored embellishments to procedural narrative
Heaven's Vault's narrative sandwich is made of a layer of authored content, with procedural content spread on top, with more authored content placed on top of that. Here's how it works.
Aug. 24, 2017
Some of the Hidden Realities of Game Development (for non-devs)
In this blog post, I talk about some of the things that I think it's important for non-developers to know about our industry. Could be useful for industry folks to discuss as well...
Aug. 23, 2017
Curiosity killed the Warlock
Curiosity is the pleasure of learning and not knowing. It sparks the desire to learn or the desire to figure out how stuff works. When you are curious you feel anticipation, you want to know or try out something. Curiosity comes very natural to games.
Aug. 23, 2017
Don’t Rush Your A/B Test!
You've probably used A/B testing at least once. It’s a powerful tool, allowing you to check various hypotheses with data before introducing any changes to the entire game’s user base. Sounds pretty straightforward -- could anything go wrong?
Aug. 22, 2017
Slowbot Post Mortem
Slowbot was a game created for the Ludum Dare 48 hour game development competition. This article explains the process used for creating the game.
Aug. 22, 2017
Dynamic Pricing, Personalized Offers, and Modern Gaming
This article is an extended discussion of the recent uproar around randomized price-points in Zynga’s CSR 2 and a survey of how prevalent sophisticated data-driven merchandising techniques already are in mobile gaming.
Aug. 22, 2017
Surface Shaders for the Recently Deceased
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Aug. 22, 2017
Video Game Deep Cuts: Vectoring In On The Hellblade Observer
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
Aug. 21, 2017
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