Maurice Heumann’s AI-assisted Call of Duty: Modern Warfare 2 project set out to reconstruct the 2009 PC game as C++ code. By September 30, 2026, he said the game was playable and nearly free of visible bugs. Soon afterward, a video he had posted was disabled following a copyright-owner report, and news reports said the site hosting the code was inaccessible. The available reporting does not establish that Activision formally shut down the entire project.
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How the decompilation worked
Decompilation works backward from a compiled program to produce code that people can inspect. Heumann’s goal was to recreate Modern Warfare 2 in C++ as closely as possible to the original, while making adjustments where useful.
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His initial setup used four Claude-powered agents: three worked on separate game systems, while a fourth oversaw the process and reviewed commits. The agents contributed to a shared code branch.
20 By September 30, Heumann said 17 agents were working in parallel.
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This was a reconstruction effort, not simply a new game inspired by Modern Warfare 2. Heumann described the aim as recovering the original game’s code and functionality.
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From early progress to a playable game
The project’s reported progress changed over time. In late August, Heumann said about 80% of the game was decompiled but described serious problems, including a broken scripting system.
28 By September 30, he said the game was fully playable, most visible bugs were fixed, and he had earned an in-game nuke.
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Those milestones are Heumann’s own updates, not independent verification that the reconstruction was complete. “Playable,” “nearly finished,” and “fully decompiled” describe different measures of progress; a game can run while parts of its code remain unfinished. His earlier account also described the project as a work in progress.
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What happened to the video and code link
After Heumann shared footage of the project, the video was disabled with a notice indicating that a copyright owner had reported it. Reporting also said the site hosting the code could no longer be reached.
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That distinction matters: the available reports document a disabled video and an inaccessible code-hosting link, but do not establish that Activision sent Heumann a cease-and-desist letter or that the entire project was formally taken down.
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How the case differs from Fallout: New York
The Fallout: New York project was a standalone browser game presented as a new entry in the Fallout universe, rather than an effort to reconstruct an existing game’s code. Its creator said ZeniMax sent a cease-and-desist notice, after which the project went offline.
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The two cases therefore involve different projects and different reported responses: Heumann’s video was disabled after a copyright-owner report, while the Fallout: New York creator reported receiving a legal notice. Treating both as identical takedowns would overstate what the reporting establishes.
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What the cases do—and don’t—show
Both projects demonstrate how AI tools can help individuals build ambitious game-related projects quickly. They also show that public attention can bring a project to the attention of rights holders. But these reports do not settle the legal status of decompilation, fan games, or AI-assisted recreations in general. The practical lesson is narrower: using AI does not, by itself, prevent a publisher or platform from challenging a project, and the details of each project and response matter.
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