DEED FOR GAME DEVELOPERS

SHIP IT WITH TITLE CLEAR.

A game studio owns the code, art and design its employees create as work for hire, but contractors, freelance artists and open source contributors keep their own rights unless a signed agreement assigns them. Licensed engines, marketplace assets and third party middleware come with their own terms that can restrict distribution, revenue sharing or platform choice regardless of what the studio owns outright. A single map of who contributed what, under what licence, is what a publisher or investor asks for during due diligence, and what most small studios cannot produce quickly.

Engine licences, asset contracts and contributor IP mapped before launch, not discovered during a funding round.

LAST REVIEWED

THE SITUATION

A small studio grows from two founders to a dozen contributors, some staff, some contractors, some volunteers from a game jam who stuck around. Code, art, music and level design pile up in a shared repository with no record of who agreed to what, or whether they agreed to anything at all.

Then a publisher or investor asks for chain of title before signing a deal. The studio has to reconstruct, months or years later, who owns the assets, whether the licensed engine's terms were honoured, and whether that one contractor from year one ever actually signed an assignment.

THE RISKS

WHAT BREAKS.

01

CONTRACTOR IP NOT ASSIGNED

Freelance artists, composers or programmers who contributed core assets with no signed IP assignment, leaving the studio without clean title to ship or sell the game.

02

GAME JAM ORIGINS

A prototype built collaboratively at a game jam, later developed into a commercial title, with early collaborators never formally bought out or credited.

03

ENGINE LICENCE BREACH

Revenue thresholds or attribution requirements in an engine's licence terms missed at launch, creating liability that surfaces during a publisher's due diligence.

04

MARKETPLACE ASSET MISUSE

Store bought assets used beyond their licence tier, for example a personal use asset shipped in a commercial release without upgrading the licence.

05

PATENTABLE MECHANICS UNPROTECTED

A genuinely novel gameplay mechanic or technical system left unfiled and unprotected, while a larger competitor patents something similar and enforces it.

THE RIGHTS MAP

WHAT YOU CAN OWN.

COPYRIGHT

APPLIES

Code, art, music and writing in a game are protected on creation, but ownership depends entirely on employment status and signed assignments.

TRADEMARK

APPLIES

The game's title, studio name and logo can and should be trademarked, since a game's brand often outlives any single title.

DESIGN RIGHT

APPLIES

Distinctive character and UI designs can attract design right protection in the EU and UK, separate from the underlying code.

PATENT

APPLIES

Genuinely novel technical mechanics, such as a new rendering or physics technique, can be patentable, though most gameplay ideas are not.

TRADE SECRET

APPLIES

Proprietary tools, matchmaking algorithms and unreleased build pipelines are commonly protected as trade secrets rather than disclosed.

LIKENESS

APPLIES

Characters modelled on real people, or use of real athlete or celebrity likenesses, require separate licensing agreements.

HOW DEED HELPS

FOUR STEPS.

01

DROP

Upload the contributor list, contractor agreements, engine licence and any asset marketplace receipts.

02

EXAMINE

Deed maps every contributor against a signed assignment and flags engine or marketplace terms the studio may be breaching.

03

EXECUTE

Signed IP assignments for every past and current contributor, plus a licence compliance record for engine and third party assets.

04

DEFEND

A chain of title record ready for publishers, investors or platform certification, without a scramble at deal time.

KEY FACTS

  • 01Contractors and volunteers do not automatically assign their IP to a studio just by contributing to a shared project.
  • 02Engine and marketplace licence terms apply regardless of what the studio owns outright in its own code and art.
  • 03A game's title and studio brand can be trademarked, and often outlasts any individual title's copyright disputes.
  • 04Chain of title documentation is one of the first things a publisher or investor requests during due diligence.
  • 05Novel technical mechanics can be patentable, but most gameplay concepts and rules are not protectable this way.

QUESTIONS

+Do I own code written by a contractor for my game?

Only if they signed an IP assignment. Without one, the contractor retains copyright and you have a licence at best, which can complicate a sale or publishing deal.

+What happens to game jam collaborators if the prototype becomes a real product?

They likely retain rights to their contributions unless bought out with a signed agreement. This should be resolved before pursuing funding or a publisher deal.

+Can I patent a game mechanic?

Rarely, and only if it is a genuinely novel technical process rather than a rule or an idea. Most gameplay mechanics are not patentable.

+Do I need to worry about engine licence terms if I own my own code?

Yes. The engine's terms govern distribution and revenue regardless of what you own in your own scripts and assets.

+How do I prepare for a publisher's due diligence on IP?

Assemble signed assignments for every contributor, licence records for every third party asset, and a clear map of what the studio owns outright.

START A DEED.