Mimic Networks for gaming and entertainment
Mimic Networks protects the Windows and Linux servers studios build and ship on, from source and artifact repositories to build agents and live-service game servers. It checks each change against the server's known-good profile and stops unauthorized ones at the point of execution.
The servers
A studio's risk sits in two places: the pipeline that builds the game and the servers that run it for players. Mimic Networks puts a Mimic node on each server you choose, on Windows Server or Red Hat Enterprise Linux, and holds it to its own known-good profile.
Developer workstations, consoles, player devices and network devices stay out of scope.
A studio ships all the time, so a control that stalls the pipeline gets switched off. Enforcement overhead is tunable. Mimic Networks asks one question of each change to a protected server: was it authorized?
The rules
Start here
Who we help
An attacker who reaches the build servers can stop releases and the live game in one move. Mimic stops unauthorized changes on those servers at the point of execution, whether or not anything recognized the attack.
Stop ransomware before encryption
Your worry is a control that blocks good builds. Enforcement overhead is tunable, and you measure it on your own pre-production build agents before anything reaches production.
Live-service servers can't go down for a long patch window. A Virtual Patching safeguard can block the specific mechanism an analyzed vulnerability depends on while the patch is tested.
Proof
Enforcement overhead is tunable. DashCam records each blocked attempt: what it tried to change, when and the process behind it, so a test leaves evidence your team can read afterward.
Limits
FAQ
Put a Mimic node on each one and let it build a known-good profile of the repository or build service: the files, processes, services and settings it depends on. Once your team approves the profile and turns protections on, a change to anything in it outside an approved change stops at the point of execution. DashCam records what was attempted, by which process and when.
Enforcement overhead is tunable, and you measure it before you decide. Take a baseline of build times on your own pre-production agents, install Mimic, turn protections on and run the same builds again. Mimic decides inline, before the change executes. No reboots required, so the agents stay in the pool while you test.
Start where an outage stops a release: source control and artifact repository servers, then the build agents that pull from them. Live-service game and matchmaking servers come next, with the Active Directory the studio signs in through. Mimic Networks protects Windows Server 2016 and later, and Red Hat Enterprise Linux 8 and later, so check each server's operating system before you scope a proof of concept.
Developer workstations, consoles, player devices and network devices. Mimic Networks protects servers: Windows Server 2016 and later, and Red Hat Enterprise Linux 8 and later. Game servers on other Linux distributions aren't on that list, so check your fleet first. Mimic also doesn't scan code or sign builds. It controls what changes on the servers it protects, and nothing more.
Related
Start with a demo. Bring the servers you need to protect and the questions your team will ask.