A game may be ready to ship while its rights are not. A model bought from a marketplace, a menu font, a music loop, an open-source plugin and a player mod can each carry different terms. Paying for a file does not automatically buy copyright or permission for every use. Before release, the studio must know what it may edit, embed, distribute, promote and expose to players.
Checked on 2 November 2026. Recheck the applicable licence and platform terms before release.
Start with the rights in the build
Copyright can protect artwork, models, textures, animation, music, recordings, dialogue and code. One audio track may involve separate rights in the composition, lyrics, master recording and performers. A licence covering one layer may not clear the others. Copyright generally protects expression rather than an abstract game idea, but trademarks, designs, privacy, publicity rights and contracts may also apply.
A worldwide digital release crosses legal systems. The US, EU Member States and UK differ on ownership defaults, exceptions and moral rights. A licence’s governing-law clause helps interpret the contract; it does not necessarily answer every copyright question in every market. Define territory, platforms, duration, sequel and DLC rights, marketing, updates, sublicensing and permitted player access expressly.
1. Check each asset against its actual use
For every asset, ask whether the studio may modify it, combine it with other work, include it in a commercial game, distribute it through each planned platform, use it in trailers and store pages, include it in DLC, and let players access or extract it. Record the licence version, purchase evidence, source and any asset-specific terms. “Royalty-free” describes a fee model; it does not mean public domain or unrestricted use.
2D and 3D art
Check commercial use, adaptation, sublicensing, audience or seat limits, marketing, sequel and DLC coverage. Look for embedded logos, photographs, branded objects, real people or scanned artworks: the seller may not control all those rights. A licence to embed an asset in a finished game may still prohibit redistributing the source file. If mod tools expose models or textures, confirm that the licence permits that use.
Fonts
Many font licences treat a font as software. A desktop licence for the design team may not allow embedding or redistribution in a PC, console or mobile build. Check game executable embedding, user-generated text, server rendering, localisation and marketing. Do not assume a webfont licence covers a game.
Music and audio
Clear the composition and lyrics separately from the recording, and check synchronisation, performance or communication rights, performer releases and promotional use. A production-music licence may exclude trailers, soundtrack sales, live services or UGC. Confirm every territory and platform.
Marketplace terms are not universal. For example, Unity’s Asset Store EULA lets a studio embed a non-restricted asset in a game only together with substantial original content, so that the asset is not a substantial part of the product. It does not let players sell, transfer or lend the asset, bars monetising an asset in a product whose main purpose is user-generated content without authorisation, and bans using assets to train AI models. A contractor needs their own licence. Restricted assets follow their own terms, and SDKs and editor extensions carry extra limits. The EULA also says open-source licences control their components where terms conflict. Read the listing, EULA and asset-specific terms together. Unity Asset Store EULA.
2. AI-generated assets need two reviews
Check the AI tool contract for commercial use, output restrictions, confidentiality, retention, training on uploads and any indemnity. Separately inspect outputs for recognisable copyrighted material, brands, likenesses or voices. “Generated by AI” does not clear third-party rights.
Ownership is a separate question. The US Copyright Office’s 2025 report says human-authored expression and creative selection or modification may be protected, but purely AI-generated material and prompts alone generally are not. UK law contains a rule for certain computer-generated works, while its application to modern generative systems is fact-sensitive and the rule may change. EU copyright centres on original human intellectual creation. Keep records of the tool, terms, references, prompts, human edits and selection. Treat exclusive ownership claims cautiously where human authorship is limited. US Copyright Office, AI Part 2; UK CDPA, section 9.
3. Secure ownership and chain of title
Keep a record showing how rights pass from each creator to the studio, publisher, platforms and players. Contracts should identify deliverables; assign new rights or grant a sufficiently broad licence; cover edits, derivatives, ports, localisation, DLC, marketing, updates, sublicensing and continued use after termination; and address background tools, third-party materials and subcontractors. Obtain performer releases for voice and motion capture. Moral rights may need consent or waiver where local law permits.
United States
An employer is generally the author of work made by an employee within the scope of employment. A commissioned work qualifies as “work made for hire” only in statutory categories and with a signed agreement. Other copyright transfers generally require a signed writing. See 17 U.S.C. §101 and §204.
European Union
For computer programs, Directive 2009/24/EC gives the employer the economic rights in a program made by an employee in execution of duties or following instructions, unless contract provides otherwise. Do not extend this software-specific rule to all art, music or other works: national law governs those works. See Directive 2009/24/EC, Article 2(3).
United Kingdom
An employer is generally first owner of qualifying works created in the course of employment. Freelancers and commissioned creators usually retain copyright unless it is assigned in writing. Payment alone does not transfer ownership. See UK IPO guidance.
Practical rule: sign contributor and outsource agreements before work begins. Name permitted pre-existing tools and give the studio the licence needed to exploit them as embedded. Require advance disclosure and approval of third-party assets, open-source code and AI use.
4. Open source: read the exact licence
Open source permits use subject to conditions. Keep exact licence texts, notices, component versions and modifications. Review transitive dependencies and the licence actually shipped, not just a repository badge.
MIT, BSD and Apache 2.0
These permissive licences generally allow commercial use, modification and distribution without requiring release of the game source. Preserve required copyright and licence notices. Apache 2.0 also grants patent rights and requires preservation of specified notices; carry forward applicable NOTICE text as the licence directs. Links: MIT, Apache 2.0.
GPL and AGPL
GPL conditions can require a covered work conveyed to users, including a derivative or combined work, to be under GPL and its corresponding source to be offered or delivered as that version requires. Whether linked modules form one work is fact- and law-dependent. Static linking can create risk; dynamic linking is not an automatic safe harbour. A proprietary game that integrates GPL code may conflict with the studio’s intended distribution. AGPL adds a source-offer condition for users interacting remotely with a modified covered program over a network. Review the exact version and architecture before integration. See the GNU GPL FAQ, GPL v3 and AGPL v3.
LGPL and MPL
LGPL permits some use by non-LGPL applications but preserves conditions for the library. Depending on version and linking, users may need to replace or modify the library; static linking may require relinkable object files. MPL 2.0 generally requires source disclosure for modified MPL-covered files, while separate files may use other terms. File boundaries and copying code matter. Read the LGPL FAQ and MPL 2.0.
| Game source stays closed | Main condition | |
|---|---|---|
| MIT, BSD, Apache 2.0 | Generally yes | Keep notices; Apache adds NOTICE and patent terms |
| MPL 2.0 | Yes for separate files | Share modified MPL files |
| LGPL | Often yes, depending on linking | Users can replace the library |
| GPL | Risky if combined into one work | Covered work and source under GPL |
| AGPL | Risky, also for network use | GPL terms plus source for remote users |
Classify every engine component, plugin, SDK and library: editor-only tool, runtime module, static or shared library, server component, build tool or separate service. Ask what is modified, linked, compiled into the game or delivered to players, and whether the licence has a network clause. There is no universal static-versus-dynamic rule. If the answer is uncertain, replace the dependency, get a commercial licence or obtain advice before production locks it in.
We will review your assets, contracts and dependencies and propose a solution for your game.
5. Notices, source and player content
Generate a release-specific third-party notices file from the shipped build. List each component, version, licence, modifications, copyright line, attribution and NOTICE text. Put notices where the licence permits: in-game credits, documentation, an installer or a “Third-Party Licences” file. For copyleft components, prepare the required corresponding source and a working delivery method before release; retain build scripts and offer records for the period the licence requires.
Mod support creates two permissions: the studio grants players limited rights to use game tools and content, while modders grant the studio and platform rights to host, display, distribute, adapt for compatibility and remove submissions. Terms should address monetisation, moderation, takedowns and third-party material. Ban uploads of unlicensed music, ripped models, trademarks and personal data. A modder warranty does not remove the studio’s own risk.
Review platform and middleware agreements separately from copyright licences. Steam Workshop supports different distribution models, including paid items; its Workshop documentation and Steam agreements govern the service relationship. Engine and SDK terms may separately restrict seats, data use, branding, anti-cheat or redistribution. Recheck the terms accepted for the specific product before each release. Steam Workshop documentation.
Release checklist
Build an asset and dependency register
Owner, source, version, licence, project, territory, expiry, approvals and evidence.
Start hereSecure signed contributor rights
Employees, contractors, studios, composers, performers and subcontractors; list background tools and third-party content.
Map licences to actual distribution
Game build, DLC, trailer, store page, server, mod kit, user content and each platform.
Scan and review the dependency tree
Check exact versions, transitive packages, modifications, linking and network use.
Generate notices and source materials
Validate attribution, licence copies, NOTICE and source delivery against each applicable licence.
Clear player-facing permissions
Review EULA, mods, workshop and takedown processes; confirm players cannot reuse licensed assets beyond the grant.
Hold release on unresolved rights
Replace, remove or clear the item, and archive the exact build and evidence shipped.
A studio’s marketplace licence permits embedding a model in a commercial game but forbids redistribution of the source. If its mod kit exposes that model, the studio must obtain wider permission, redesign access or replace it. A desktop-only font is replaced before it is embedded. A GPL plugin tightly integrated with proprietary code is reviewed or replaced rather than waved through on the assumption that dynamic linking settles the question.
Clear the asset for the way the game will actually be built, sold, updated and opened to players.The LegalBit team
Frequently asked questions
If we paid for an asset, do we own it?
Not automatically. Payment commonly buys only the licence described in the terms. The creator may also lack rights in embedded third-party material.
Can a commercial game use GPL software?
Commercial use is allowed, but distribution conditions may require licensing the covered work under GPL and providing source. Whether the game and component form one work depends on the facts and law.
Does attribution cure an unlicensed use?
No. Attribution is a condition of some licences, not a substitute for permission.
Can players share mods that contain licensed assets?
Only where the relevant asset licence permits the copying and redistribution involved. Many licences allow embedding in a finished game but not exposing the underlying file.
See also: AI-Generated Content and Copyright; Hiring a Software Contractor: Who Owns the Code; Licence agreements for a blockchain game in several countries. Services: legal support for GameDev and GameFi.
Primary sources13 documents
- US Copyright Act, 17 U.S.C. §101
- US Copyright Act, 17 U.S.C. §204
- EU Directive 2009/24/EC
- UK Copyright, Designs and Patents Act 1988
- UK IPO: Ownership of copyright works
- MIT License
- Apache License 2.0
- GNU GPL FAQ
- GNU GPL v3
- GNU AGPL v3
- Mozilla Public License 2.0
- Unity Asset Store EULA
- Steamworks Workshop documentation
This article is general information, not legal advice. Licence interpretation and copyright ownership depend on the facts, exact terms and applicable law. Platform terms change; obtain advice for a specific game or release.
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