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Certification QA for Console Games: Console Compliance Testing Without Delays
You’ve polished your build, synchronized your marketing, and scheduled your launch. But one overlo...
2D vs. 3D Game Game Art: What Studios Need to Know
Gameplay mechanics might spark initial interest, and storylines may build immersion, but it’s icon...
Functional Game Testing for Multiplayer Games: How to Prevent Sync Errors, Server Bugs, and Player Rage
Single-player bugs are frustrating. Multiplayer bugs? They’re not just public, painful, and often ...
Mastering Stylized Art: The Business Case for Differentiating Your Game in a Crowded Market
Ever played Cuphead or Hades? These games didn’t chase hyper-realism. Instead, they broke the mold...
Integrating 2D and 3D Art: Creating Cohesive Game Worlds
Ever wonder how games like Octopath Traveler II achieve that stunning blend of nostalgic charm and m...
From Sketch to Screen: The Evolution of Game Art Pipelines
Behind every stunning character and detailed game world is a carefully planned process called the ga...
Comprehensive Guide to Game QA: Ensuring Quality from Alpha to Release
In an industry where AAA titles cost more to produce than Hollywood blockbusters, Game QA (Quality A...
Ensuring Cross-Platform Compatibility: QA Strategies for Multi-Platform Games
As the gaming industry continues to grow, reaching a broad and diverse audience has become more esse...
The Role of Automation in Modern Game QA Testing
In the time it takes to manually test a single character’s loadout, a modern AAA game releases...
Traditional vs AI-Enhanced Art Workflow: A New Era for Game Art Creation
Game art used to be a marathon. Every careful paint stroke, every texture made with great detail, an...
LiveOps Mastery: Data-Driven Updates and Player Retention
Ever played a game that had you hooked for weeks, only to drop off because nothing new was happening...
Building a Cross-Platform Release Strategy: From Dev to Compliance
Your game is ready. The world isn’t ready yet. On PC, it’s flawless. On console, the frame rate ...