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A Game Dev Story, Part 1 (Crash Course)
Looking back on my first job in the industry and some philosophies formed about what it means to be a Game Developer.
May 21, 2016
Global Accessibility Awareness Day 2016
Global Accessibility Awareness Day is an an annual event 'to get people talking, thinking and learning about accessibility and users with different disabilities'. It runs across all industries, but this year saw a big increase in gamedev participation.
May 21, 2016
Rethinking the Passage of Time in RPGs
RPGs feature immersive worlds and epic narrative arcs, yet everything is stuck in time stasis: no NPCs age or die of natural causes, quest problems stay put. Archmage Rises explores: What if the passage of Time was a resource?
May 21, 2016
How to Fight China’s Mobile Game Pirates & Avoid Clash Royale’s Fate
Clash Royale was cloned in China's massive mobile game market in just a week, becoming just the latest victim of Chinese piracy. Security expert Mary Min explains why this problem is so pervasive - and how developers can prevent it from happening to them.
May 21, 2016
How well missions use open-world space in Assassin’s Creed II
With the help of self-made 'mission design heatmaps', I look at the efficiency of open-world space usage in Assassin's Creed II missions.
May 21, 2016
Crowfall: Branding From the Roots Up
Learn about ArtCraft Entertainment's brand development process used to create throne war MMO and Kickstarter success, Crowfall. We dissect and pass on insights for logo creation, visual identity and the impact of community.
May 19, 2016
Stealing from the movies
Since it's been around for a longer time than videogames, let's rip off experiences from the Cinema history and make our industry better!
May 19, 2016
Ellipsis - Sales Numbers for a Premium Game on iOS in 2016
Sales number analysis for Ellipsis, a premium iOS game released in February 2016. A look into how app store promotion and press features affect sales.
May 19, 2016
Cogmind Year 1 Sales and Dev Time Data (EA)
A summary of Cogmind's first year of sales, including basic player and revenue data, a breakdown of development time, and a quick look at the rest of 2016.
May 19, 2016
Unexpected Narrative: Part 2
Story can be found in unexpected places in games. In this article series, I will discuss my thoughts on finding narrative in surprising places, and applying those structures to your own games.
May 19, 2016
Chrome to deprecate Flash
The Chrome team revealed plans to block Flash content from every website unless a user explicitly allows the player to run. This is another step in what seems to be a plan to ban Flash from the web. These are my thoughts as a game developer on the topic.
May 18, 2016
When Game Design Becomes a Grind
The concept of grinding can be hard to pin down, but today's post looks at some common elements that cause a game to become a grind to play.
May 18, 2016
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