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News
Trick-or-Treat your bugs!
This article is about how we found a way to squash a game bug in a creative way, and rewarding our players at the same time.
Oct. 25, 2016
The Challenges of Developing for PC and Mobile. Part 2: Graphics
Developing for multiple platforms can be a real challenge, especially when technical specs differ as much as between PC and Mobile. This in-depth article gives hints and tips on optimizing a graphical pipeline on a tight resource budget.
Oct. 25, 2016
Media coverage analysis – How good was the Nintendo Switch announcement?
A look into the media coverage of the Nintendo Switch announcement.
Oct. 25, 2016
Video Game Deep Cuts: Mario's Hard Indiepocalypse
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
Oct. 24, 2016
How to Solve VR's Customer Relationship Problems
It's not you, it's me. Well, mostly you. Why the immersive technology industry needs to start seeing new people so the market can grow.
Oct. 24, 2016
Thoughts on Fighting Game Difficulty and Casual
Lately, there's been discussion about modern fighting games and their efforts to attract more casual players. I believe there are many barriers that prevent this, but should all these barriers be eliminated entirely?
Oct. 24, 2016
8 Questions That Improve Your Game's Narrative
Angel McCoy gives writers and narrative designers tips for how to improve on a story they work on. McCoy is a narrative designer at ArenaNet, working on the AAA MMO GUILD WARS 2.
Oct. 24, 2016
Building an RPG Battle System - Part 2
In the second part of the Building an RPG Battle System article I take a look at the second game, Trulon: The Shadow engine and the lessons learned from its design, including designing randomness, the core loop and handling player feedback.
Oct. 21, 2016
An Unholy Alliance: Unreal Engine, GitHub & Perforce
Explains how to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.
Oct. 21, 2016
The Problem With Morality Choices in Storytelling
Today's post looks at why morality choices don't lead to interesting decisions on the player's part, and how there is a better alternative.
Oct. 21, 2016
The Hero's Journey of Brothers
In this second part of the post about Hero's Journey, I examine how Vogler's Hero's Journey structure is applied to Brothers: A Tale of Two Sons.
Oct. 20, 2016
Indiecade 2016: Key Takeaways From A First-Timer
Some key takeaways from my first time at Indiecade.
Oct. 19, 2016
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