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Port, Remaster, or Rebuild? How Modern Game Development Services Bring Classics to New Platforms
Legacy titles are increasingly being treated like renewable assets, offering lower-risk bets with es...
Compatibility Testing That Survives Device and OS Drift
Compatibility testing no longer means proving a game can launch. It means proving it can remain...
Game QA Services That Prioritize Player-Visible Quality
In the live-service era, you don’t get a second launch. QA is no longer a safety net;&nb...
Functionality Testing for Games That Update Weekly
Weekly shipping has changed what “functional testing” means. In live-service development, the ri...
LiveOps Testing Without Drama – How seasoned game teams ship weekly updates at scale, without burning players, engineers, or revenue
Live operations (LiveOps) is where modern games earn, or lose, their reputation. Once a ti...
Beyond the Buzzwords: An Agile Playbook for Modern Game Production
Discover practical agile strategies tailored for game production to boost creativity, control costs,...
The Studio Leader’s Blueprint for Developer Growth: From Skill Gaps to High-Impact ROI
Discover actionable strategies to close skill gaps, upskill teams, and boost studio ROI with focused...
Designing for the Metaverse: A Guide to Future-Proof Architecture & Interoperability
Explore key architecture and interoperability strategies to build scalable, persistent, and connecte...
The Definitive Guide to AR Game Development: From Design Principles to Market Success
Master AR game design and development with actionable principles, SDK choices, and monetization stra...
LiveOps-Ready by Design: Game Development Services That Ship Weekly Without Meltdowns
Releasing updates quickly and reliably has become the ultimate benchmark of excellence in modern gam...
Beyond Pass/Fail: Designing Game QA Services Around Player-Visible Risk
For game producers and QA leads, the question isn’t “did we test enough?” but rather “did we...
Automated Game Testing That Delivers: Bots, Toolchains, and CI/CD You Can Rely On
Ten years ago, automated game testing in game QA meant a recorded macro running into a wall for six ...