2019-10-23, 13:15–14:00, Europe
In the world of development, what do you do when you run into a bug in the library, framework, or middleware you're using? You submit a bug report and describe the steps. The companies providing you with the software expect and encourage you to send in repro code, but the bigger the system, the more complex the code needs to be to reproduce the problem. In the case of game development, the expectation is that when you find a bug, you submit a complete test project that exemplifies the problem, so that test teams can reproduce it. What can these test projects contain? How are they tested by companies developing game engines and middleware? What potential exploitation venues does this open?
There are unique conditions in the game industry that make it particularly vulnerable to certain types of attacks, but its uniqueness also makes it somewhat of a puzzle to the rest of the tech industry. In this talk, we'll go through some of the particulars of how game development works, and how these practices and bug reporting systems can be exploited to gain access to the core of development teams across the game industry.