The next panel - Mods to Metaverses: Re-thinking Derivative Works in Persistent Worlds - focuses on transformation and, in particular, how existing games are extended, remixed, and reimagined by players and communities. Mods, machinima, and user-generated content challenge traditional boundaries between original and derivative works. This session explores how legal systems are adapting to persistent, evolving worlds where creation is ongoing and collective.
Yin Harn Lee, Kostya Lobov, Nick Allan, 🎮 Richard Burnham, Tim Scott and Rafal Kloczko.
#mods#UGC#videogames
Recently, I was playing Liar’s Bar with friends, and it sparked a simple question: why not analyze how the game works internally?
That curiosity turned into a 3-day GamePwn project focused on the game’s client and networking behaviour.
Using runtime instrumentation and reverse engineering techniques, I assessed how the application handles communication, state synchronization, and gameplay logic.
Key areas explored during the GamePwn:
• Runtime analysis of GameAssembly components
• Monitoring Commands, RPCs, SyncVars, and object lifecycle events
• Mapping internal player objects and controller relationships
• Observing state changes such as health, rank, readiness, and session data
• Reviewing client/server trust boundaries and exposed logic paths
Projects like this are valuable for sharpening skills in reverse engineering, runtime analysis, and application security testing. They also highlight the importance of secure design when building multiplayer systems.
I'm seeking Knowledge not Acknowledgment.
Thanks to the victims who played with me and never knew they were part of the research: Muhammed MahmoudOmar ElfakharanyOmar RashedAbdelrahman Y.Mohamed Abdullah#ReverseEngineering#GamePwn
Game development just got a lot more convenient!
I just shipped godot-mcp-pilot: an MCP server that lets AI assistants directly control the Godot game engine.
The interesting part: you can plug it into Claude Code.
just one command :
claude mcp add godot -- npx godot-mcp-pilot
You can say:
“create a 3D shooter game with camera + collision”
“run the game and show errors”
and it actually happens in your project.
npm i -g godot-mcp-pilot
https://lnkd.in/gxSVwKfH
AI → game engine control is wild.
If this sounds interesting, check it out or drop a star:
https://lnkd.in/gJVdv_uP#game#gamedev#AI#claude#claudecode#unity#godot#agent#mcp
Can you answer this question?
If a video game has 'procedural generation,' what does it create?
A) Fixed game maps
B) Linear questlines
C) Pre-written dialogue
D) Static character models
Correct answers can lead to Awards for you and your friends. myChallengeCloud
#myChallengeCloud#FunFacts
Nanite Explained: How Modern Game Engines Render Billions of Triangles Without Exploding.
I ended up going pretty deep. Had a lot of fun studying this. If you're doing game dev, read this.
https://lnkd.in/geCw8amY
What players see is just the surface.
Behind every smooth game…
there’s a system handling thousands of actions per second.
From real-time syncing to anti-cheat logic —
this is where real game engineering happens.
And this is what separates
a “working game” from a “successful game.”
🚀 Want to build something powerful?
Start thinking beyond visuals.
#gamedeveloper#gamedesign#softwaredevelopment#gamingindustry#mobzway
We’re excited to share Atlas Cipher, our submission for ElevenLabs Hack #6: Zed.
Atlas Cipher is a polished, voice-first detective game focused on clarity, atmosphere, and player immersion. The experience centers on global investigation, witness interrogation, clue gathering, and a final arrest decision, with audio playing a core design role throughout.
We used ElevenLabs capabilities to shape emotion and presence across the experience, from conversational voice interactions to the ambient tension that supports each scene. Our goal was to create a smaller, complete gameplay loop where audio is not just decoration, but part of the investigation itself.
@zeddotdev ElevenLabs#ElevenHacks
🚀 Built a Jetpack Platformer!
I recently worked on a small platformer project featuring jetpack-based movement mechanics. The focus was on creating smooth controls, responsive gameplay, and a fun sense of exploration.
🔧 What I worked on:
• Jetpack movement system with controlled ascent & descent
• Basic level design and obstacle placement
• Player physics tuning for smooth platforming
• Simple visual polish and gameplay feel
This project helped me better understand movement systems and how small tweaks can significantly improve player experience.
Would love to hear your feedback or suggestions for improving the mechanics!
#GameDevelopment#IndieDev#UnrealEngine#GameplayProgramming#LevelDesign#GameDevJourney
One thing I’ve noticed while exploring NPC systems in games:
Most NPCs don’t actually “feel aware.”
They react to triggers, but rarely remember interactions, adapt behavior, or respond differently based on player history.
That’s one of the ideas currently shaping what I’m building with NPC Engine at Sofz.ai .
Not trying to create unrestricted AI chatbots for games.
More interested in building adaptive NPC systems that are:
• gameplay-aware
• memory-driven
• performant
• practical for indie developers
Still deep in MVP development, but the space is genuinely interesting.
#GameAI#Unity3D#NPC#IndieGameDev#GameDevelopment#AIInfrastructure#AIGaming
🙌