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The history of the Quest Compass & its dreadful convenience
A brief look at the origins of the Quest Compass and it's impact in gaming.
April 12, 2016
Virtual Reality’s PC Mass Market: When and Why
With so much attention on the early launches of the Oculus Rift and HTC Vive, the path to hundreds of millions of unit sales is being missed. This article talks about how the fundamentals for unit sales will grow and why.
April 12, 2016
Shedding Light in the Dark Tunnel of Game Innovation
Games are still ripe for deep design innovation, but creating unique, engaging gameplay is difficult and it can be hard to know where to even start. This post provides some questions that can help guide the creative process of designing new games.
April 12, 2016
Evolving Test in the Game Industry – Part 3
This is the final installment of the the Evolving Test in the Game Industry series.
April 12, 2016
Content with content
Thoughts on staying satisfied when making games.
April 11, 2016
Emergent Meaning and Narrative in the Digital Space: Addressing Tensions in Games and Game-like Media
This essay draws upon critical works and provides analysis of the narrative structures of different games so as to demonstrate that meaning in games arises from interaction between player and designer.
April 11, 2016
The Dark Zone Versus The Prisoner’s Dilemma
Today we're going to talk about the Dark Zone and how it relates to the prisoner's dilemma.
April 11, 2016
Why the Rush?
A miniature retrospective on my latest untitled game, Project Merfolk, and the struggles I've been facing while trying to make an IndieCade build.
April 11, 2016
The Game Developer's Toolbox (for Students)
This post offers a list of tips and tricks for budding game developer - a toolbox, if you will. It touches on many things, such as marketing, your elevator pitch, and how to sync your idea within the team.
April 11, 2016
Fractured Space - Analysing our Free Weekend
My name is Scott and I am the Senior Data Analyst at Edge Case Games working on the early access 5v5 space combat game, Fractured Space. Recently we ran a Free Weekend on Steam and I have compiled stats/analyses on how the game performed over this period.
April 8, 2016
WORKING WITH EXISTING IP: iLOGOS 10 TOP TIPS
iLogos has been developing games based on existing IP for the past three years on behalf of several big name publishers such as EA and Rovio. Working with existing presents its own set of challenges, here’s what we’ve learnt over the past few years
April 8, 2016
The Most Dangerous Game (Sometimes): Arbitrage in Team Fortress 2
This was my final essay for CTIN 190: Introduction to Interactive Entertainment in Spring 2015. This paper focuses on the various methods of microtransactions in the video game Team Fortress 2, and was originally submitted for a grade in May 2015.
April 8, 2016
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