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Game Hacking Course
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Game Hacking Course

Master the full stack of game hacking — from reverse engineering binaries and manipulating process memory to injecting code and evading anti-cheat systems. This course delivers hands-on, technical depth across every layer of modern game security. If you want to understand how games really work under the hood, this is where you start.

Dedika for students

What your team will master:

You will learn how game executables are structured in memory and how to reverse engineer them using disassemblers and decompilers. You will master process memory scanning, pointer resolution, and real-time value modification. You will build working tools, including external trainers, internal DLL modules, ESP overlays, and aimbots. You will analyse network protocols to intercept and craft custom game packets. You will study anti-cheat architectures and develop evasion techniques grounded in how detection systems actually operate. The course also covers mobile game hacking on Android and iOS using ARM-specific hooking and patching methods.

How your team learns practically Game Hacking Course

How your team practises Game Hacking Course

Professionals from these companies study at Dedika

ActemiumFR
Nunner LogisticsNL
GT Constructora GeotécnicaCR
Sydel StarBR
Metrô de São PauloBR
Aguas AndinasCL
DSMIN
MeridianbetRS
CDHCN

Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Game Architecture

  • Lesson 1 • Setting Up a Safe Lab Environment

    Configures isolated VMs and sandboxed game targets for safe experimentation. Prevents unintended consequences and establishes repeatable test conditions.

  • Lesson 2 • Memory Layout of a Game Process

    Examines stack, heap, and static regions as used by game processes. Provides the spatial map needed to locate and modify game data.

  • Lesson 3 • How Games Execute at Runtime

    Covers the game loop, frame timing, and how engines manage state each tick. Establishes the execution model all later hacking techniques depend on.

  • Lesson 4 • Executable Formats and Modules

    Explains PE and ELF formats, sections, and how modules load into a process. Enables students to navigate binaries before disassembly.

  • Lesson 5 • Game Data Structures in Memory

    Identifies how entities, players, and world objects are stored as structs and arrays. Connects abstract game concepts to concrete byte patterns.

Chapter 2See details

Reading and Writing Process Memory

  • Lesson 1 • Process Memory Access Fundamentals

    Introduces OS APIs for opening processes and accessing their memory regions. Forms the technical basis for all external memory manipulation tools.

  • Lesson 2 • Writing a Basic External Trainer

    Guides students through coding a simple external process that reads and writes game memory. Produces a working tool that reinforces all prior memory concepts.

  • Lesson 3 • Scanning for Values with Memory Scanners

    Teaches value scanning, filtering, and narrowing techniques using memory scanner tools. Directly enables finding unknown addresses for target game variables.

  • Lesson 4 • Handling Anti-Tamper Memory Protections

    Identifies common memory protection schemes that block external reads and writes. Prepares students to work around basic protections encountered in real targets.

  • Lesson 5 • Pointer Scanning and Resolving Chains

    Covers multi-level pointer resolution to find stable addresses across sessions. Solves the problem of dynamic allocation causing addresses to shift.

Chapter 3See details

Reverse Engineering Game Binaries

  • Lesson 1 • Static Analysis with Disassemblers

    Introduces disassembler workflows for navigating functions, cross-references, and strings. Enables offline analysis of game logic without running the target.

  • Lesson 2 • x86 and x64 Assembly Essentials

    Covers registers, calling conventions, and common instruction patterns found in compiled games. Provides the minimum assembly literacy required for disassembly work.

  • Lesson 3 • Reconstructing Game Data Structures

    Rebuilds struct definitions from disassembly field access patterns. Produces typed structure headers usable in memory reading and code injection tools.

  • Lesson 4 • Locating Key Game Functions

    Applies pattern matching and string-based heuristics to find damage, health, and movement functions. Connects reverse engineering output to actionable hack targets.

  • Lesson 5 • Decompilation and Pseudocode Analysis

    Uses decompiler output to reconstruct high-level logic from stripped binaries. Accelerates understanding of complex functions compared to raw assembly.

Chapter 4See details

Dynamic Analysis and Debugging

  • Lesson 1 • Dynamic Instrumentation Frameworks

    Introduces scriptable instrumentation tools for non-invasive runtime analysis. Extends debugging capability beyond what traditional debuggers support.

  • Lesson 2 • Breakpoints and Execution Control

    Teaches software, hardware, and memory breakpoints to pause execution at precise moments. Enables inspection of register and memory state at any instruction.

  • Lesson 3 • Attaching a Debugger to a Game

    Covers attaching user-mode debuggers to running game processes and handling exceptions. Establishes the live analysis workflow used throughout this chapter.

  • Lesson 4 • Finding Code That Accesses Data

    Applies memory breakpoints to identify which instructions read or write a target variable. Bridges memory scanning results to the responsible game code.

  • Lesson 5 • Tracing and Logging Execution

    Uses single-step tracing and logging scripts to record execution paths through game code. Reveals control flow and data flow patterns invisible in static analysis.

Chapter 5See details

Code Injection and Hooking

  • Lesson 1 • Writing an Internal DLL Module

    Guides construction of a DLL that initialises, runs a main thread, and cleans up on eject. Produces the reusable internal module template used in later chapters.

  • Lesson 2 • Inline Hooking and Trampolines

    Implements inline hooks by patching function prologues and routing execution through trampolines. Enables interception and modification of any game function.

  • Lesson 3 • Import Address Table Hooking

    Redirects imported function calls by patching the IAT entries of a loaded module. Provides a stable, low-complexity hook point for API-level interception.

  • Lesson 4 • Virtual Function Table Hooking

    Exploits C++ vtable pointers to redirect virtual method calls to custom handlers. Targets object-oriented game engines where virtual dispatch is pervasive.

  • Lesson 5 • DLL Injection Techniques

    Covers the major DLL injection methods used to load custom code into a game process. Provides the entry point mechanism for all internal modification approaches.

Chapter 6See details

Anti-Cheat Systems and Evasion

  • Lesson 1 • Behavioural and Timing Evasion

    Addresses detection based on anomalous timing, input patterns, and statistical outliers. Teaches humanisation and rate-limiting strategies to reduce behavioural signals.

  • Lesson 2 • Anti-Cheat Architecture Overview

    Maps the components of kernel-mode and user-mode anti-cheat systems and their detection methods. Provides the threat model that shapes all evasion design decisions.

  • Lesson 3 • Hiding Injected Modules

    Explores manual mapping and PEB unlinking to conceal loaded modules from enumeration. Prevents module-list-based detection used by most anti-cheat scanners.

  • Lesson 4 • Kernel-Level Detection Concepts

    Examines how kernel drivers monitor system calls, handle tables, and memory access. Informs students of the detection ceiling they must design beneath.

  • Lesson 5 • Signature and Pattern Detection Evasion

    Covers techniques to avoid static signature matches on injected modules and memory patterns. Directly addresses the most common detection vector for known tools.

Chapter 7See details

Building Game Hacking Tools

  • Lesson 1 • ESP and World-to-Screen Rendering

    Implements entity detection and projects 3D positions onto the 2D screen overlay. Produces a functional ESP that displays player and object information.

  • Lesson 2 • Resource and Stat Manipulation

    Targets health, ammo, currency, and cooldown values for real-time modification. Reinforces pointer resolution and freeze techniques on diverse data types.

  • Lesson 3 • Aimbot Logic and Smoothing

    Builds target acquisition logic using bone positions and FOV filtering with smoothing. Demonstrates applied use of memory reading and input manipulation.

  • Lesson 4 • Automation and Bot Scripting

    Automates repetitive game actions using memory reads to drive input simulation. Introduces decision-loop design for bots that react to game state.

  • Lesson 5 • Speed and Movement Modifications

    Modifies movement speed, gravity, and jump values through memory writes and hooks. Illustrates how physics parameters are stored and manipulated at runtime.

Chapter 8See details

Network Protocol Analysis and Manipulation

  • Lesson 1 • Encryption and Obfuscation in Protocols

    Identifies encryption and obfuscation layers protecting game traffic and locates key material. Prepares students to work with protected protocols encountered in modern games.

  • Lesson 2 • Game Networking Fundamentals

    Covers UDP and TCP usage in games, tick rates, and client-server authority models. Establishes the network context required for traffic analysis and manipulation.

  • Lesson 3 • Packet Interception and Modification

    Hooks send and receive functions to intercept packets before encryption or after decryption. Enables real-time modification of outgoing and incoming game messages.

  • Lesson 4 • Reverse Engineering Custom Protocols

    Applies static and dynamic analysis to map undocumented game protocol message types. Enables construction of valid custom packets from first principles.

  • Lesson 5 • Capturing and Inspecting Game Traffic

    Uses packet capture tools to record and decode game network sessions. Produces raw traffic datasets for protocol reverse engineering.

Certification

Your valid completion certificate

This course is for you:

  • Software developer: wants to apply coding skills to low-level security research.

  • Cybersecurity student: looking to specialize in a high-demand, technical niche.

  • Modding enthusiast: ready to move beyond scripts into deep binary-level work.

  • CTF competitor: seeking real-world context for reverse engineering and exploitation skills.

  • Game developer: needs to understand attacker techniques to build better defenses.

  • Career changer: transitioning from IT or QA into offensive security through gaming.

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