Game modding just changed, and most people haven’t noticed yet.
A few weeks ago, a mod went viral that runs Skate 3’s skateboarding and a working Minecraft world inside Call of Duty: Modern Warfare 2. Then came Minecraft inside GTA V (video below), and Mario 64 mixed with Elden Ring.
Picture Gotham City’s map with Spider-Man’s web-swinging, or GTA V with Minecraft’s building. That’s the kind of thing people are now attempting in a weekend.
This used to need teams of reverse engineers and months or even years of work. Now one person with an AI coding agent like Claude Code can try it. Open-source toolkits like Universal Modder give the agent a workflow: identify the engine, decompile the code, find a mod loader, test inside the game.
But it’s not magic:
→ Often the two games run side by side, with a mod passing information between them
→ AI can’t turn two random games into a polished crossover with one prompt
→ Most of these mashups stand on years of human reverse-engineering work
→ A person still has to play it and decide if it feels right
And the community is split. Some modders call it AI slop. Others use AI in their own work but say picking two games isn’t creativity.
There’s a legal side too: reverse engineering for compatibility is allowed in some places, but sharing a publisher’s files or characters can get you a takedown.
My take, as a 3D/VFX artist and UE5/UEFN creator: when code gets cheap, taste becomes the scarce skill.
Anyone can ask for “Game A + Game B”. Making it feel good takes game feel, art direction, VFX, materials and polish, and that’s still human work.
The best creators in the next few years won’t avoid AI or let it do everything. They’ll be the ones who know what to build and why it’s fun.
Creative leap or AI slop? Devs, artists and modders,UEFN creators, curious what you think
@FNCreate
#GameDev #Modding #AI #ClaudeCode #UnrealEngine #UEFN