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News
GDC Europe 2016 State of the Industry: VR interest is rising, but PC and mobile still reign
GDC Europe
officials have released the results of the 4th annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
July 14, 2016
Check out the 2016 Game Career Guide right now!
Looking to advance your career in the video game industry? The annual Game Career Guide for 2016 is available right now for you to check out -- for free!
July 14, 2016
Video: How Remedy rewrote its engine tech to make Alan Wake
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
July 14, 2016
Get a job: Be a Senior Concept Artist at Hi-Rez Studios
The maker of Smite and Tribes: Ascend seeks an experienced concept artist to join the team at Hi-Rez Studios' Alpharetta, Georgia HQ and take on a senior role.
July 14, 2016
How Pokemon Go is Taking over the World
Pokemon Go has made a massive impact over the last week, and it's important to look at the factors that are leading to the inevitable world domination.
July 14, 2016
Vertical Slice Retrospective for Codex: The Lost Words of Atlantis
Applying new project management tools isn't an easy task. Here's what my team learned.
July 14, 2016
Pricing Pixelart or "Where can I get free pixels?!?"
Choosing pixel art seems to be the remedy for every tight game production budget. I'd like to give some advice to producers and artists alike on what to expect when budgeting for pixel art.
July 14, 2016
Key user experience insights gained during the creation of Dreadnought’s combat HUD
How to use UX Patterns like Fitts's Law to sucessfully improve on your in-game UI.
July 14, 2016
The Hidden Village - Postmortem
SMU Guildhall production student Andrew Curley breaks down the good, the bad, and the lessons learned from managing an educational game project for eight weeks.
July 14, 2016
What Apps, Games and Stores do Chinese People Use? -Part II: Games
In this series I would introduce to you the most popular mobile Games and Apps in China. In Part one I would focus on Apps and Part two on Games, Part Three is for App Stores.
July 14, 2016
Machinarium Sales Infographic
Machinarium has sold 4 million copes. Infographic included.
July 14, 2016
Designing A Production Process: Part 2
Part 2 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
July 14, 2016
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