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Functionality Testing in Games: Finding What Breaks Before Your Players Do
In game development, even small issues can make the difference between success and failure. A broken...
Game Compliance Testing: Navigating Guidelines, Ratings & Legal Minefields
In 2025, releasing a game isn’t just about great graphics, smooth gameplay, or fun design. It’s ...
High-Performance Game Art Pipelines: From Style Guide to Engine-Ready
The art pipeline isn’t a cost center; it’s a performance metric. Every beautifully sculpted mesh...
Scaling Game QA with Automation: Vision, Strategy & Reality
Players no longer just expect quality; they demand perfection. For multi-gigabyte live-service title...
Breaking the Fragmentation Barrier: Advanced Compatibility Testing for Games
In 2025, one thing is clear: no matter how good your gameplay, visuals, or monetization are, your ga...
Engineering Scalable Game Systems: Building for Growth & LiveOps
Forget the launch date. It’s only the starting gun, and the first real test of everything we’ve ...
Progressive Asset Delivery and Engine-Aware 3D Pipelines for Game dev Hypergrowth
Game studios are under more pressure than ever. In the past, a team might spend years making a singl...
Efficient Pipeline Design for 2D Art: ArtOps, Iterative Feedback, and Engine Constraints
Designing 2D art pipelines isn’t just about beautiful assets anymore. It’s about engineering eff...
Beyond Bug Fixes: Data-Driven Functionality Testing for Game Mechanics
When a game fails, players don’t see “bugs.” They see broken immersion, stalled progression, o...
Building Full-SKU Pipelines That Support Live-Service to AAA Scaling
A game doesn’t fail because the idea wasn’t good enough. It fails because the pipeline couldn’...
LiveOps Game QA: Ensuring Stability in Live Game Events and Updates
The modern gaming landscape thrives on constant evolution. Players log in expecting fresh events, li...
Compatibility Testing for Games: Delivering Consistent Experiences Across Devices and Platforms
A single one-star review can kill a game. Most of the time, it’s not because the story is weak, or...