Open Source

Tools we wished existed. So we built them.

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.

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Our Projects

Four independent projects. One shared mission: make interactive media development more open and interoperable.

Production Apache 2.0
VTX
Real-Time State Data Format

Binary format for capturing, storing, streaming, and replaying the complete state of real-time interactive experiences. Production validated across 6+ titles.

C++ Protobuf FlatBuffers
Active MIT
Atlas
Game Engine Asset Viewer

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.

TypeScript React Vite Electron
Active Apache 2.0
UAF
Universal Asset Format

Engine-independent intermediate representation enabling N-to-N game asset translation. Each engine only needs 2 modules instead of N*(N-1) converters.

GLB/glTF Multi-Engine Spec
Production LGPL 2.1
Media Engine
Video Playback & Streaming for UE5

Unreal Engine 5 plugin for playing back and streaming video content inside real-time 3D environments. YouTube, Twitch, and synchronized multi-user playback.

C++ UE5 VLC Python

How They Connect

Four independent projects that complement each other across the interactive media pipeline.

VTX
Real-Time State Data Format
Production Apache 2.0

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.

Architecture

VTX Core
Request FrameData QueryGettersChunk Lifecycle
Extensions
SerialisationDeserialisationPlaybackDiff EngineLive StreamingData Source

Repositories

RepositoryPurposeStatus
vtxVTX format specification & C++ SDKProduction
vtx-inspectorGUI tool for inspecting VTX replay filesActive
vtx-cliHeadless replay inspector with JSON I/OActive
UAF
Universal Asset Format
Active Apache 2.0

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.

Pipeline Phases

Phase 1 IR Definition Current Define the universal intermediate representation for each asset class.
Phase 2 Extraction Next Build per-engine extraction modules that read native asset formats into UAF.
Phase 3 Ingestion Planned Build per-engine ingestion modules that produce native assets from UAF.

Engine Translation Modules

RepositoryEngineStatus
uaf-specFormat specificationDefinition
uaf-unityUnityDefinition
uaf-unrealUnreal EngineDefinition
uaf-hextechHextech (League of Legends)Planned
uaf-source2Source 2 (Valve)Planned

Get Involved

We're building these tools in the open because the interactive media industry benefits from shared standards and accessible tooling.