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Variation for the video game composer: the music of Little Lords of Twilight
Theme and variation in video game music is useful in creating differentiation that facilitates gamer comprehension of design mechanics. Video game composer Winifred Phillips describes how she used variation for her Little Lords of Twilight game score.
June 5, 2017
Getting started with MonoGame using XML
When building XML for games using MonoGame, you can do it manually at runtime if you wish. However, it's better to pre-produce and validate the XML through the Content Pipeline and enable asset creators to work independently from your game safely
June 2, 2017
Characterization Through Mechanics
Let's talk about the role that mechanics play in adding depth and personality to characters.
June 2, 2017
Engines Of Play Case Study: Relic Entertainment
Relic Entertainment has been using the Engines of Play, a method of identifying your audience's motivation described at GDC 2016. What they learned is very much the same as what Jason learned while using those methods at Ubisoft.
June 2, 2017
Planning - The Core Reason Why Gameplay Feels Good
Planning affects many aspects of what is so special about games and why we enjoy playing them. This post will go over the reasons behind this, and explains why planning makes games engaging and why it is important for narrative games.
June 1, 2017
One Month Polish: Taking a Game from Ugly to Pretty As A Non-Artist
As a programmer, I sometimes feel intimidated by the work of polishing a game's visuals. Here are the steps I took to improve my project JELLYBEAM and why you shouldn't let the process scare you.
June 1, 2017
Video: 5 trailer takeaways from Into the Breach
Into The Breach shows how to announce a turn-based tactics game the best way possible. Here's 5 trailer takeaways — for devs making their own turn-based tactics trailer.
June 1, 2017
Collaborative Planning at Finji
A studio process for building better group confidence in outcomes.
May 31, 2017
Home Postmortem — Five Lessons, Five Years Later
Five years after the launch of indie horror hit Home, here are five crucial lessons for game development, studio management and keeping your wits about you.
May 31, 2017
Global Accessibility Awareness Day 2017 2
Highlights of this year's Global Accessibility Awareness Day, an annual event aimed at getting people talking, thinking and learning about accessibility.
May 31, 2017
Starting a Game Studio with No Money
After more than a decade in the professional game development industry, I thought the industry needed an injection of a different type of game. So: I wanted to do that. And so is having almost no money to do this with. Also being a CEO is weird.
May 31, 2017
The making of Streams of Nurture - Part V: Lessons & Takeaway
A blog post detailing the design lessons learned from Streams of Nurture, a salmon aquaculture (fish farming) Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
May 30, 2017
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