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A vivisection of Plague Inc: The Board Game - Kickstarter
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons I’ve learned.
July 20, 2017
Building Interactions for 3DOF VR Controllers
A close look at developing comfortable and intuitive interactions for 3DOF VR controllers in Along Together on Daydream.
July 19, 2017
One Draw Call UI
This post describes the higher level layers of the immediate mode UI system we use at Our Machinery.
July 19, 2017
Is Your Code Ready to Prevent the Nedelin Catastrophe?
The article presents solutions on how to write more reliable game code and avoid common mistakes in video game programming.
July 19, 2017
Stores vs. Developers vs. Customers vs. Publishers
All of the major game stores (Steam, GOG, Origin, Uplay, itch, etc) serve different groups at the same time, many of which have competing interests.
July 19, 2017
Mechanical Foreshadowing
We're used to the concept of foreshadowing in narrative media, but the same principles can be applied to game mechanics, as a number of existing games already show. This article breaks down how to use this in your games.
July 19, 2017
Case Study: Creating Witness a virtual reality experience
Witness is a virtual reality short I made in partnership with Warsaw Rising museum. It presents the story of an insurgent of Warsaw Uprising. This post describes key aspects of the design process that went into making Witness and what I learnt from it.
July 18, 2017
Protect your Steam Keys
This is the story of how shortly after releasing a tiny, $5 indie game, I was inundated by every scam imaginable to steal my delicious Steam keys. You could call it a tongue-in-cheek commentary on protecting your brand as an indie.
July 18, 2017
How to Create a Simple Social Media Strategy For Your Game
If you smashed your head against a wall trying to figure out what the heck a social media strategy is, then this article might be of help. I hope to show you the basics of what makes for a good social strategy and to get your creative juices flowing.
July 18, 2017
Silicon Void’s Progression System: The Development Cycle
Discussing the primary progression mechanic of Silicon Void, starting from the motivation - encourage players to try new combinations of abilities - through iteration and early mistakes, up to its current implementation.
July 18, 2017
Comprehensive Monetization Analysis
One of the first steps in the creation of advanced F2P business models for games was a complete analysis of the strengths and weaknesses of all existing business models worldwide. This was completed in 2009 and is being made public now for the first time.
July 18, 2017
Missing the Mark: The Importance of Market Fit
Product/Market fit is critical in determining the success of a game. These are the things I wish I knew before developing a puzzle-platformer.
July 18, 2017
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