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LiveOps Testing Without Drama: Engineering Stability for Weekly Game Drops
At iXie, we view LiveOps as the operational backbone of modern game revenue models. Once a title goe...
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 ...
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...