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Game Modding Through Reverse Engineering by Sander Strand

Game Modding Through Reverse Engineering by Sander Strand

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Author:Sander Strand

Duration:13 hours

Actual Duration:13h 8m

Release date:2026, March

Publisher:Udemy

Skill level:Advanced

Language:English

Exercise files:Yes

Software:Cheat Engine, Ghidra, C++

Course URL:https://www.udemy.com/course/game-modding-through-reverse-engineering/

Analyze real games at the binary level and build your own modding framework from scratch.

This course is a hands-on deep dive into reverse engineering through game modding. You’ll move beyond copying scripts and start analyzing real games at the assembly level, building external mods and a custom modding framework from scratch.

🎯 What you’ll learn

  • Analyze a game’s behavior in memory using Cheat Engine and debuggers
  • Read and interpret x86/x64 assembly instructions to understand program flow
  • Build external game modifications in C++ that change in-game behavior
  • Implement a functional ESP overlay by reverse engineering a real game
  • Design and create a basic mod loader framework from scratch

βœ… Requirements

  • Skills: Solid experience with C and C++ programming, especially pointers and object-oriented programming. Familiarity with CMake and vcpkg is helpful.
  • Tools: Windows PC.

πŸ“ Description

This course is a reverse engineering journey disguised as game modding. You’ll learn to look under the hood of real games, understand their mechanics at the assembly level, and use that knowledge to build external mods. The focus is on the thinking process behind analysis, not just step-by-step instructions.

You’ll work with Cheat Engine and Ghidra to map memory structures, trace execution with debuggers, and then write C++ code to modify behavior. The highlight is building your own ESP overlay from scratch β€” and understanding everything that goes into it, from entity lists to projection matrices.

By the end, you won’t just copy mods. You’ll have the skills to reverse-engineer any game and create your own modding tools, independent of existing infrastructure.

πŸ§‘β€πŸŽ“ Who this course is for

  • Programmers curious about reverse engineering and low-level game behavior
  • Game developers wanting insight into how their games can be inspected and extended
  • Programmers comfortable with C or C++ who want to understand game internals
  • Game modders with prior programming experience but no reverse engineering background

πŸ§‘β€πŸ« About the Author

Sander Strand is a reverse engineering specialist with a strong background in security and low-level analysis. He has taught over 1,300 students across two courses, maintaining a 4.6 rating through a practical, hands-on approach. He regularly shares insights through articles on reversing and other technical fields.

🏁 Final Result

  • A fully functional ESP overlay for a real game
  • A custom mod loader framework with event handling and rendering capabilities
  • Deep understanding of how to reverse-engineer any game’s memory and assembly
Curriculum

πŸ“‹ Course content

  1. Module 1:  Foundations of Assembly and Memory Analysis
    • Promo Video1:33
    • Introduction4:13
    • Setup Guide for Tools14:40
    • Games Used In Course0:18
    • Lesson 1: Fundamentals of x64 Assembly7:57
    • Lesson 2: x64 Assembly Pattern Pack38:02
    • Lesson 3: Structs & Arrays in Assembly Code33:10
    • Lesson 4: Finding Memory Addresses Using Cheat Engine28:46
  2. Module 2:  Reverse Engineering in Practice
    • Lesson 1: Mapping Out The Player Struct13:31
    • Lesson 2: Introduction to Ghidra40:59
    • Lesson 3: Reading From The Game’s Memory Externally18:15
    • Lesson 4: Reverse Engineering The Jumping Mechanism28:29
    • Lesson 5: Making A Basic Supertux Trainer29:23
  3. Module 3:  Building ESP Hacks
    • Lesson 1: Introduction to 3D Graphics & ESP Hacks12:53
    • Lesson 2: x86 Assembly Code Primer3:08
    • Lesson 3: Writing Our First Overlay Hook1:03:09
    • Lesson 4: Grabbing The Entity List in AssaultCube1:16:49
    • Lesson 5: Finding The Projection & View Matrix26:25
    • Lesson 6: Making Our ESP Hack20:47
  4. Module 4:  Creating a Modding Framework
    • Lesson 1: Why Build A Modding Framework?2:23
    • Lesson 2: How Do We Inject DLLs?34:16
    • Lesson 3: How Do We Plug Mods Into Our Mod Loader?1:07:39
    • Lesson 4: How Do We Implement The Tick Function?33:11
    • Lesson 5: How Do We Make Mods Listen To Events?33:43
    • Lesson 6: How Do We Add Rendering For Our Mods?48:02
    • Lesson 7: How Do We Add Real Game Features To Our Mod Loader?48:04
    • Lesson 8: How Do We Make A GUI Launcher For Our Mod Loader?1:10:13
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Game Modding Through Reverse Engineering by Sander Strand
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SIZEDURATION
1 – Module 0 Introduction
41.4 MB20m

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994.7 MB13h 8m

Project Files (Assets, Resources)
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