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News
Big Viking Games handed $21.75M to create 'next gen HTML5 experiences'
Mobile and social game developer Big Viking Games has netted $21.75 million in funding to create "next generation HTML5 experiences."
Nov. 3, 2016
First eSports arbitration court opened by WESA
The World eSports Association (WESA) has opened up an independent arbitration court to tackle legal issues and disputes unique to the world of eSports.
Nov. 3, 2016
Activision reports record-setting Q3 earnings on the back of key franchises
That's notable because the company also set a new Q2 earnings record this year. At the time the company touted Overwatch, and it continues to do so today with new player count highlights.
Nov. 3, 2016
Eagle Flight dev shares lessons learned about making comfy VR games
Ubisoft Montreal's Olivier Palmieri took the stage at VRDC in San Francisco to talk in more depth about the Eagle Flight dev process and what he's learned about designing comfortable VR games.
Nov. 3, 2016
Devs of Job Simulator, Audiosurf and more join Valve's Steam VR Arcade effort
The company's little-known but burgeoning Steam VR Arcade licensing initiative is expanding to include games like Tilt Brush, Audioshield and Job Simulator.
Nov. 3, 2016
The Glitz and Glamour of Good Workflows
A summary of the measures and systems I put into place to ensure a good, reliable, stable workflow for working on my game in my custom fork of Unreal Engine 4.
Nov. 3, 2016
Why designers should learn animation
Exploring why it is useful for designers to understand character animation, and where to start.
Nov. 3, 2016
Looking at Pay to Win
While most mobile games are free-to-play, it’s still that the free-to-play business model, are often misunderstood. In this blog post, we’ll examine some of the mythology around the idea that free-to-play games are "Pay to Win"
Nov. 3, 2016
Rapid Retention Prediction in Mobile Games
Here we introduce the idea of using heuristics models in predictive mobile game analytics. They address the problem of enabling small companies to access frugal but effective prediction models that are easy to understand, deploy and scale.
Nov. 3, 2016
Simple mechanics, complex puzzle creation - Part 3: Fun challenges
Now that we can check for level correctness and create fair challenges, we try to implement "fun" rules in Skiddy's editor.
Nov. 3, 2016
QI, not QA
In this article I will explore the acronym QA, and why I think we should do away with it for good.
Nov. 3, 2016
Music Game Plan: Tactics for the Video Game Composer (Part Three)
Video game music composer Winifred Phillips breaks down the popular vertical layering interactive music technique, with music examples and a video tutorial showcasing techniques from one of her game projects (The Maw video game from Twisted Pixel).
Nov. 3, 2016
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