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News
Cliff Bleszinski's LawBreakers ditches distracting free-to-play model
"I think it took away from development. We ended up being focused on how to get money, as opposed to how to make a good game."
March 18, 2016
Platinum Games' guide to action game design
Atsushi Inaba, co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation) shares his insight on how to make world-class action games.
March 18, 2016
20 years later, David Brevik shares the story of making Diablo
Speaking at GDC in San Francisco this week, Blizzard North cofounder and Diablo creator David Brevik spoke to what went right -- and wrong -- in the making of the influential action RPG.
March 18, 2016
Analyzing why people play games, and how it changes over time
“The goal of this talk is to help you develop accurate empathy,” said Ubisoft's Jason VandenBerghe. “To understand what’s going on in your players’ minds so you can make accurate design decisions.”
March 18, 2016
'Everybody loves to play': GDC microtalks 2016
"Everybody loves to play" was the theme of this year's GDC Microtalks, which featured top-tier speakers who had a lot to say in a little amount of time.
March 18, 2016
One Life Left vs. Gamasutra at GDC 2016: Stories! Awards! Pink Pants!
Stories! Awards! Pink Pants! Join One Life Left, Gamasutra and 12 more super special guests as we guide you through the ins-and-outs of GDC 2016.
March 18, 2016
GDC Highlights: Design Lessons, VR Tips, and an Iwata Tribute
We bring you the highlights from Day 4 of GDC, from VR tips to lessons about action games!
March 17, 2016
In VR, even something as simple as a crosshair is 'not easy to do'
The crosshair in High Voltage's VR FPS Damaged Core is 'one of our crowning achievements,' says producer Doug Seebach, and it's a good example of how hard it is to adapt traditional game design to VR.
March 17, 2016
The risk of games that seek to create empathy
While the power of game mechanics imbues the video game medium with tremendous story-telling power, it can result in a clash between a creator's intended message, and the one that is being communicated by the design.
March 17, 2016
Emulation and the challenge of selling old games
"Emulation is the cheapest, safest and best way to republish old video games on today's hardware." This was the message from Frank Cifaldi, a self-described video game archivist and designer at Digital Eclipse.
March 17, 2016
Oral history of Rez recounts a marriage of game and music
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
March 17, 2016
In open world game design, curiosity is key, says Bethesda's Todd Howard
"Build a world that piques the player's curiosity. [A world] that rewards curiosity and exploration in any way it can," says Todd Howard, director at Bethesda Game Studios.
March 17, 2016
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