We build tools and formats that power live interactive experiences across multiple game engines and platforms. Now we're open sourcing them for the wider developer community.
Four independent projects. One shared mission: make interactive media development more open and interoperable.
Binary format for capturing, storing, streaming, and replaying the complete state of real-time interactive experiences. Production validated across 6+ titles.
Standalone tool for viewing and inspecting native game engine asset data. Works independently as a developer tool, and doubles as the validation layer for UAF asset translation.
Engine-independent intermediate representation enabling N-to-N game asset translation. Each engine only needs 2 modules instead of N*(N-1) converters.
Unreal Engine 5 plugin for playing back and streaming video content inside real-time 3D environments. YouTube, Twitch, and synchronized multi-user playback.
Four independent projects that complement each other across the interactive media pipeline.
VTX is a binary data format purpose-built for capturing, storing, streaming, and replaying the complete state of real-time interactive experiences. It carries the real-time state data that drives every movement and change, while the visual assets live in separate systems.
Developed by ZENOS and validated in production across 6+ titles spanning multiple game engines. Per-frame complete state snapshots including full skeletal bone transforms, entity properties, events, and statistics. Each frame is self-contained, enabling random access to any point in time.
| Repository | Purpose | Status |
|---|---|---|
| vtx | VTX format specification & C++ SDK | Production |
| vtx-inspector | GUI tool for inspecting VTX replay files | Active |
| vtx-cli | Headless replay inspector with JSON I/O | Active |
Engine-independent intermediate representation for game asset interoperability. When an asset is translated from Engine A to Engine B, it passes through the UAF. A universal canonical format designed to be a superset, not a lowest-common-denominator.
| Repository | Engine | Status |
|---|---|---|
| uaf-spec | Format specification | Definition |
| uaf-unity | Unity | Definition |
| uaf-unreal | Unreal Engine | Definition |
| uaf-hextech | Hextech (League of Legends) | Planned |
| uaf-source2 | Source 2 (Valve) | Planned |
We're building these tools in the open because the interactive media industry benefits from shared standards and accessible tooling.