People are using coding agents to make game mods and crossovers. In this video, Chaz shows examples and describes three approaches:
- Pass-through mods add a character or behavior to a game that is already running. They are quick to make, but limited by the original game's engine.
- Rewrites rebuild a game's systems in another engine. The video mentions a World of Warcraft recreation in Bevy. That means rebuilding systems such as movement and combat.
- Mechanic ports bring one feature, like Mirror's Edge-style parkour, into another game. This takes less work than recreating an entire game.
How people make them
The workflow in the video uses modding projects, game files, and coding agents such as Claude Code. Start with one change. Ask the agent to find the relevant code, edit it, then build and play the game. Repeat until the change works in the game itself.
The agent can help navigate unfamiliar code, but the creator still has to choose what to change and check the result. A short clip doesn't show whether a mod is stable or easy to install.
Small projects are a better place to start: add a movement ability, improve controls, or check whether two mods conflict. These are easier to finish and test than combining whole games.
A note on game files
The video says users provide their own copies of the games. That doesn't settle the legal questions. Copyright, licenses, reverse engineering, and distribution rules depend on the games and where you live. Sharing a download can raise different issues from making a private mod.
For a useful demo, show the mod running, explain what changed, and credit the tools and projects it uses.