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THE ORGANISATION IS THE UNIT OF PLAY.

Every Arena environment is built from a digital twin: a realistic model of an organisation, made for competitive hacking. It is rebuilt Season after Season.
ARENA ENVIRONMENTSBUILDING

THE PROBLEM

ORGANISATIONS ARE CONNECTED SYSTEMS.

One intrusion crosses identity, endpoints, network, applications, cloud, data and people. A single machine, an isolated app or a scripted scenario holds one of those at a time.

  1. IDENTITY
  2. ENDPOINT
  3. NETWORK
  4. APPLICATION
  5. CLOUD
  6. DATA
  7. PEOPLE

ATTACKERS SEE ONE SYSTEM.
SO DOES THE ARENA.

THE ORGANISATION

WHAT OPERATORS FACE.

Not a vulnerable box. An organisation. Each environment holds the parts a real attacker has to understand.

INFRASTRUCTURE
Endpoints, servers, networks, cloud.
IDENTITY
Human and machine identities and their privileges.
APPLICATIONS
Business apps and the services behind them.
DATA
What the organisation stores, and where.
RELATIONSHIPS
Trust, access and dependency between everything above.
CONTROLS
The defences in place, and the gaps between them.

THE ENVIRONMENT

FROM ORGANISATION TO ARENA.

Each organisation becomes a working, isolated environment inside an authorised Cyber Range. The same organisation can be played again, or changed for the next Season.

  1. ORGANISATION
  2. DIGITAL TWIN
  3. ARENA

STATE ORGANISATION

An example organisation is modelled as a layered digital twin, then instantiated inside an authorised, isolated Cyber Range. Example data.

THE ATTACK

BREAK INTO THE ORGANISATION.

Operators pursue objectives: access, discovery, escalation, lateral movement, goal. The paths are real paths through the organisation, not scripted steps.

  1. ORGANISATION
  2. IDENTITY
  3. INFRASTRUCTURE
  4. APPLICATIONS
  5. ATTACK PATH
  6. OBJECTIVE