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News
Three Solutions to Three Problems in Interactive Fiction
Agency vs Plot. Believability vs Playability. Control vs Empathy. Writing interactive fiction means dancing with these devils. Here's a few moves I've learned.
April 21, 2016
Setting the Tone: Main Menus are the Game
The following is taken from my portfolio http://maxpears.com/
April 21, 2016
Efficient Implementation of Dynamic Resources in Direct3D12
Dynamic resources is a convenient programming paradigm that is used to handle frequently changing resources in Direct3D11 API. This post describes how to efficiently implement dynamic resources in Direct3D12 with the help of ring buffer.
April 21, 2016
Creating perfectly pixelated games with Unity (2D or 3D)
It's about how to give genuine retro effect on your Unity game. Seperate tips for 2D or 3D games.
April 21, 2016
15 of Gamasutra's best articles over the last quarter
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles.
April 20, 2016
How We Tackled 3 Common Issues With Bringing AAA Mobile Games to Android
A synopsis on how Pocket Gems addressed three common issues when bringing our 3D multiplayer game, War Dragons, from iOS to Android.
April 20, 2016
Interactive Music for the Video Game Composer
Interactive music systems are increasingly important in games. In this article, I discuss two music system prototypes that were revealed at GDC 2016. I also discuss a music system from one of my own released projects: the Spore Hero game (EA).
April 20, 2016
Tagalong Trap Part 2 Creating co-op experiences
In our previous “Tagalong Trap” post we talked in general about creating cooperative games where both players perform active and meaningful roles. This time, we will go more into depth about specific ways of working when developing co-op games.
April 20, 2016
Tips to boost your game performance in Unity Engine
Game performance is one of the most important aspects of game development (apart from reducing build size). While working on serious projects, the price of the code must be considered as well. (by price I mean whether it’s performance expensive or not)
April 20, 2016
Pacing, flow and education: this week in videogame blogging
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how game designers can think about user experience.
April 20, 2016
Why More MMO's Belong on Console
Red Fox Insights' analysis on free-to-play games and eSports was not originally focused on console vs PC. However, after analyzing our data we realized that more MMO's should come to console based on: Proven Success and PC vs Console Spending Habits.
April 20, 2016
Secrets Design in Rayman Legends
Let's take a look how Rayman Legends makes the process of finding 700 (i.e. a lot) captured teensies engaging.
April 20, 2016
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