
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.
What you will learn:
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 analyze 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 you study in practice Game Hacking Course
How you practice Game Hacking Course
For companies that want to train their team
With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.
Course content
8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Game Architecture
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 2HideHide detailsSee detailsReading and Writing Process Memory
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 3HideHide detailsSee detailsReverse Engineering Game Binaries
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 4HideHide detailsSee detailsDynamic Analysis and Debugging
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 5HideHide detailsSee detailsCode Injection and Hooking
Code Injection and Hooking
Lesson 1 • Writing an Internal DLL Module
Guides construction of a DLL that initializes, 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 6HideHide detailsSee detailsAnti-Cheat Systems and Evasion
Anti-Cheat Systems and Evasion
Lesson 1 • Behavioral and Timing Evasion
Addresses detection based on anomalous timing, input patterns, and statistical outliers. Teaches humanization and rate-limiting strategies to reduce behavioral 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 7HideHide detailsSee detailsBuilding Game Hacking Tools
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 8HideHide detailsSee detailsNetwork Protocol Analysis and Manipulation
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.
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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