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Postmortem: Rayhouse Productions' Kalaban
My recollection of the project, which took us over two years to make, and was also our first Steam game.
Jan. 23, 2017
Beyond 50/50: Breaking Down The Percentage of Female Gamers by Genre
Using data from over 270,000 gamers, we’ve put together some findings on the percentage of female gamers across game genres.
Jan. 20, 2017
The MOBA Experiment, Part I: Awesomenauts
I'm not a fan of MOBA games, but became a fan of Awesomenauts. Does this mean the game acted as an entry point to the genre, or is it just a matter of liking or not particular games?
Jan. 19, 2017
Meaning and choice, or how to design decisions that feel intimately difficult
How do you design emotionally meaningful decisions? This post aims to explore a dissonance in player motivation that can be leveraged to imbue decisions with emotional heft.
Jan. 19, 2017
Music and sound effects in King Lucas
Elío Ferrán talks on the creative process to reach the final version of the music for King Lucas and the foley recording of the sound effects.
Jan. 18, 2017
Political Animals Sales Statistics
I share the sales figures for our turn-based strategy game Political Animals.
Jan. 18, 2017
How to do Early Access the Right Way
Steam Early Access has been a tool at the disposal of game developers for over four years now, but "early access" serves a red-flag for many players. This article explores how Hive Jump did Early Access the right way, and how your game can too.
Jan. 18, 2017
Antegods Art Update: Procedural Plants
How to generate cool plant patterns in Unity3D with Substance Designer by Antegods' Lead Artist Tom Rutjens.
Jan. 18, 2017
Media coverage analysis – Nintendo Switch January event
A look into the coverage of the Nintendo Switch event.
Jan. 18, 2017
Publishing Agreement Pitfalls: A Practical Guide for Indie Devs
A practical guide for indie devs on evaluating and negotiating a publishing deal.
Jan. 17, 2017
Optimizing Skylight
Optimizing a Unity game for the Gear VR.
Jan. 17, 2017
Top 5 games we didn't finish making in 2016
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.
Jan. 16, 2017
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