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Communicating Creative Intentions 2
Tips for capturing and communicating your creative intentions.
Oct. 10, 2016
1982-1987 - The Birth of Japanese RPGs, re-told in 15 Games
A look at the roots of Japanese RPGs – from the hardware to the early proto-RPGs, the Ultima-clones, the first Action-RPGs and genre landmarks like Dragon Quest, Final Fantasy and Ys.
Oct. 10, 2016
Jungle Gyms (Playgrounds) Real Life Level Design
Blog taken from my personal site.
Oct. 7, 2016
Localizing a Unity Indie Game: The Hidden Costs
This article describes the various costs of localizing an indie game. It gives some tips and stats to help with localization and deciding if localization is right for your game.
Oct. 7, 2016
Solving the problem of Piracy in the Third World
Piracy in Third World countries is a prevalent criminal activity. Furthermore, the financial imbalance between rich and poor only seem to strengthens the pirate cause. In this essay Pieter Smal seeks a solution to the problem of piracy in the Third World.
Oct. 6, 2016
Game Cities: Five Equally Essential Books
Five (more) books on urbanism, city history, geography, planning, and a bit of burglary for game devs and designers looking to create their very own imaginary and interactive cities.
Oct. 6, 2016
How to Teach an Old Puzzle New Tricks
As an expert puzzle constructor, I show in detail how I discovered a new piece of logic from a new mechanic and integrated it into an old puzzle.
Oct. 6, 2016
Common Mistakes in Game Animation
Some very basic tips and tricks which could be useful to other developers starting to work with in game animation.
Oct. 6, 2016
Antegods Art Update: Crank up the Cracks
As we’re working hard to make our stonepunk arena action game Antegods a reality, you can stay up to date with regular development blogposts. This time, lead artist Tom shares his boundless love for Substance Designer. No clue what it is? He'll explain!
Oct. 5, 2016
Your idea may not be new, and that’s OK
Thoughts on why it's alright to not be the one to create a breakthrough concept.
Oct. 5, 2016
Star Vikings: Balancing Randomness, Pacing and Space of Possibility
A look at how introducing randomness solved the pacing issues of my Puzzle/RPG game.
Oct. 5, 2016
Algorithms for making more interesting mazes
This article contains some ideas for building mazes by making various modifications to a simple, standard maze-generation algorithm.
Oct. 5, 2016
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