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News
The argument for simpler games, in an industry obsessed with complexity
Our industry is obsessed with complexity, with brutal consequences in employee wellbeing and product quality. It's time to start talking about this unhealthy obsession.
Nov. 8, 2020
Tech Debt: The Bill Comes Due
How we migrated 500,000 users and 5 games to a new web service, with zero downtime and no heroics.
Nov. 6, 2020
Issue #69 - Editor Scripting, Behdind The Games, and much more!
Game Dev Digest Issue #69 - Editor Scripting, Behind The Games, and much more! The latest from the free weekly Unity3d/gamedev newsletter.
Nov. 6, 2020
What could game publishers be doing better? 2
What do game publishers need to get better at? It was good of game scout Johan Toresson of Raw Fury to ask this precise question on Twitter a few days ago, and we scoured the thread to get you the best comments.
Nov. 5, 2020
Forget Monochrome Shadows → Go Colored Instead
Learn how to render ray-traced colored shadows in Unity to give a unique tint to the style of your game. Real-time ray-tracing will do this for you.
Nov. 5, 2020
Historians discuss Hades
Historians Bob Whitaker and Kate Cook discuss Hades from Supergiant Games. Topics include Greek mythology, the Greek underworld, the gods of Olympus, and the Greek gods in popular culture.
Nov. 5, 2020
How Spreadsheets Power Civilian AI in Watch Dogs 2
How a fuzzy logic system combined with thousands of rules powers the civilian NPCs in Watch Dogs.
Nov. 4, 2020
Starpoint Gemini 3: Navigating a Year of Hell
How happy development cycle turns into den of evil in neverending and "spectacular" 2020, a Year to forget...
Nov. 3, 2020
What is the Unity Asset Store and how to make money on it?
I have been a publisher of the Asset Store for 4 years and would like to share my experience. I’ll tell you all you need to know to create an asset from the point of view of a programmer.
Nov. 3, 2020
Postmortem: Children of Morta
Children of Morta is a narrative-driven, roguelike action game about a family of guardians. A year has passed since the launch of the game. This article will describe the main lessons we learned from the game's development process and a year post-launch.
Nov. 2, 2020
Game Design Lessons in Making an Among Us-like Game in 10 Days
We joined a game jam by Devolver Digital and made a multiplayer social deduction game in 10 days. It's not easy but with a good coding practice, design principles to make decision making faster and a solid team, it can be done.
Nov. 2, 2020
A Study on Modern Mobile Design
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.
Oct. 29, 2020
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