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News
Black Mesa project lead Adam Engels on Half-Life, remote work, and game design philosophy
Joined by Black Mesa project lead Adam Engels, we look back at 16 years of arguably the most ambitious modding effort ever.
April 23, 2020
The Story of Facade: The AI-Powered Interactive Drama
Facade became an internet sensation during the Lets Play boom on YouTube, but how does it work?
April 23, 2020
Are You Pushing Too Many Vertices to Your GPU? Careful There!
Is your game rendering more geometry than your GPU can handle? Here, let me show you a few steps to check if your geometry is causing a performance bottleneck on your players' GPU.
April 22, 2020
The curious case of Animal Crossing in China | Opinion
China plays a bigger role in console sales than people think, says Apptutti's Daniel Camilo, and Nintendo's game is compelling proof.
April 21, 2020
Prioritising Accessibility Considerations
A common question around accessibility is where to start. This post shares a look at feature usage data (with suggested top 5) and other methods for prioritising, particularly on small budgets.
April 21, 2020
Hang Line Postmortem Part 3 - Production data and tools used in development
Part 3 of the Hang Line Postmortem, offering a complete project breakdown that covers budget, timeline, production data, tools and plugins used.
April 20, 2020
Video Game Deep Cuts: Chex Quest... Chex Out? 2
The latest picks for the top writing, video & news of the week include a great Outer Worlds doc, the return of Chex Quest, & lots more besides.
April 19, 2020
Anatomy of a Failed Kickstarter
Thinking about making a kickstarter? Read on to learn my thought process, strategy and how it came crashing to the ground. Get all the backend data so you can compare them to your own campaign and learn from someone else's mistakes!
April 17, 2020
Steam Gets 'Editorial' When We Weren't Looking 3
I thought Valve’s greater moves towards (someone) editorially picking what gets featured on their platform was worth remarking on.
April 17, 2020
The Game Performance Pillars: The Start of Your Journey
What's going on with The Gamedev Guru? What can you expect from this blog in the game performance scene? Here, let me tell you what's cooking... And what I have planned for you.
April 16, 2020
Charting The Pathless, Part 1
The first in a multi-blog series exploring the development of the score to Giant Squid's follow-up to their underwater hit ABZU: THE PATHLESS.
April 16, 2020
Video Game Music Composer: The Interactive Music of SPYDER
First of a 2-part series. Game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER video game, developed by Sumo Digital for Apple Arcade. Part 1 explores the ambient system (including many video examples).
April 14, 2020
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