Built a Windows-kernel-aware exploitation lab that pressure-tests commercial anti-cheat engines and reveals zero-day bypasses.
Game publishers rely on client-side anti-cheat to keep competitive matches fair, yet modern cheats operate from the Windows kernel and routinely slip through. Developers lacked a repeatable way to measure how easily their titles could be compromised. (GitHub)
I authored MemWars, a four-layer, modular penetration-testing framework that automates both classic and kernel-level game-hacking techniques:
| Layer | Purpose | Representative Tech |
|---|---|---|
| Core | Win-privilege helpers, process discovery | WinAPI |
| Attack Methods | 7 basic + 4 advanced exploit modules | DLL/Driver loaders, Shellcode |
| Pen-Test Routines | Measure success, log evidence | GoogleTest, JSON reports |
| Lua Interface | Scriptable orchestration & fuzzing | Lua 5.3 |
Implemented attack catalogue: DLL/Socket/IAT hooks, Thread Hijack, D3D 11 overlay, LSASS abuse, Hidden-Kernel-DLL injection, Manual-mapped driver, more. (GitHub)
Designed the architecture, implemented every exploit & defensive hook, built Lua DSL, wrote automated evaluation suite, and authored the 90-page thesis.
| Challenge | Mitigation / Result | |
|---|---|---|
| Microsoft driver-signing barrier | Leveraged Capcom CVE driver to load unsigned kernel payloads | |
| Preventing in-game crashes | Dynamic sandbox & timeout watchdog inside each Lua routine | |
| Keeping attacks stealthy | Shared-memory comms; no IOCTL footprint |