IP Protection for Game Assets
Securing the intellectual property inside a game, from music and visual content to stories, characters, and trademarks, so the assets that define a title are protected against infringement.
Intellectual property and licensing counsel for the gaming industry. We protect and clear the music, visual assets, characters, stories, and trademarks that a game, a broadcast, and a brand are built from.
Copyright does not reach a game's rules or mechanics, only the expression of them, so a competitor that copies the loop and redraws the art has usually done nothing actionable. What the law does protect has to be claimed: a United States work cannot be sued on until the Copyright Office has issued its registration, and the remedies worth having depend on when that registration was made.
The chain of title is where most titles are weak. A contractor's code, concept art or score belongs to the contractor unless a signed writing says otherwise, a trademark licensed without quality control can be held abandoned, and artwork generated by a prompt alone has no copyright at all, a position the Copyright Office has held and the D.C. Circuit affirmed in 2025.
We have worked in esports and gaming since 2021, for publishers, teams and leagues and for the creators and platforms that build on their licenses. The work runs from the rights inventory to the grant itself and across borders, where the mark is registered in China, a first-to-file jurisdiction, before the title is announced rather than after.
Securing the intellectual property inside a game, from music and visual content to stories, characters, and trademarks, so the assets that define a title are protected against infringement.
Drafting and negotiating licensing agreements that define what is licensed, to whom, for how long, and in which territories, with exclusivity, sublicensing, and reversion terms set out clearly.
Clearing and protecting the trademarks and brand identity behind a game, team, or league through searches, registrations, and the agreements that keep a mark enforceable across uses.
Handling the rights to music, art, and other creative assets used in games and broadcasts. We clear third-party material and document the rights a client holds in its own work.
Responding to infringement of a client's music, visual content, characters, or marks, and defending against claims, through the appropriate channels, up to and including a dispute.
Licensing support for content creators, streamers, and platforms, covering performance rights, footage and asset clearance, and the terms that let content be published and monetized cleanly.
Copyright covers the code, the art and the score as separate works. Trademark covers the title and the team names, registered in Class 9 for software and Class 41 for entertainment services. Publicity rights cover the players' names and likenesses, and a patent occasionally covers a mechanic. Each layer has its own owner and paperwork.
A license is defined by media, territory and term, and what is not granted is kept, so a 2015 grant naming consoles and PC says nothing about cloud streaming. Exclusivity is priced, sublicensing is barred unless allowed, and a trademark license without quality control over the licensee's product can be held abandoned.
A registered work entitles its owner to statutory damages of $750 to $30,000 per work infringed, up to $150,000 if willful, and to attorney's fees; an unregistered one is left proving actual loss. Registration therefore goes in within three months of release. Against a cheat that defeats anti-cheat software, the first claim is anti-circumvention.
A contractor's contribution is a work made for hire only if a signed writing says so and it falls within the statutory categories, which a contribution to an audiovisual work does and standalone code may not. The careful contract adds an assignment, though that, unlike work for hire, can be terminated after thirty-five years.
Because the publisher owns the game, a tournament organizer needs its license to run a public event, and most publishers grant one for community events below a prize-pool threshold and negotiate above it. Players own their names and likenesses, which the team licenses in the player contract and the sponsor licenses from the team.
Copyright arises automatically in nearly every country under the Berne Convention; a trademark does not, and China awards a mark to the first to file. The game's name is filed there, and through the Madrid Protocol in the other launch markets, before the announcement trailer, because the squatter's application is dated the day after.
We take the title apart layer by layer, separating music, art, characters, story, marks, and code, and trace chain of title for each: who authored it, what was assigned, what was work-for-hire, and what was never papered at all.
Gaps get closed before anything ships or streams. Third-party material is cleared or replaced, trademark searches and filings go in, and authorship and assignments are documented so ownership can be proven when it is challenged.
The license is negotiated term by term: exactly what is licensed, to whom, where, for how long, and exclusive or not, with sublicensing, quality control, and reversion set so the grant matches the deal and nothing passes by silence.
After signing, the rights are watched: royalty and usage terms monitored, infringement of the client's music, marks, and characters met with takedowns or a dispute where warranted, and expiring grants renewed or reverted on schedule.
A game is many works, and a license that treats it as one is where the exposure hides.
Several works wearing one name. The code, the art and the score are each a separate copyrighted work with its own author and its own chain of title; the characters are protected when they are distinctively drawn and consistent across appearances; the title and the logo are trademarks, registered in Class 9 for the software and Class 41 for the entertainment service built on it. What is not protected matters as much: copyright does not reach the rules or mechanics of a game, only the particular expression of them, which is why a clone that copies the loop and replaces the art is usually lawful and why the art is where protection is concentrated.
Because the footage is the publisher's. Gameplay is a performance of the publisher's audiovisual work, and the right to stream it, run a tournament on it, or sell tickets to watch it comes from the publisher's content or tournament license, which most publishers grant for community events below a prize-pool threshold and negotiate above it. Fair use is argued for commentary and never for a broadcast. Recorded music needs a synchronization license for any VOD or clip, the venue needs a performance license from the collecting societies for a live event, and the players' names and likenesses need a publicity release, which in Illinois must be in writing. A license puts each of those uses on paper, with scope, territory and term defined and a royalty audit behind them.
In a fixed order. Every contributor, founder included, signs a work-for-hire and assignment agreement before the first commit, because the Copyright Act will not transfer ownership without a signed writing. The title and marks are filed as intent-to-use trademark applications before the announcement, in Classes 9 and 41 and in China, where the first to file wins. The code, the art and the score are registered with the Copyright Office within three months of release so statutory damages and fees are available against an infringer. Trademark licenses carry a quality-control clause, since a license without one can cost the mark. After launch the catalog is monitored, takedown notices go out under the DMCA, and a cheat that defeats the anti-cheat system is met with an anti-circumvention claim.
A sound licensing agreement defines exactly what is being licensed, to whom, for how long, in which territories, and on what financial terms. It addresses exclusivity, sublicensing, quality control, and the rights that revert when the deal ends. We draft and negotiate these agreements so the grant matches the parties' intent and the obligations on both sides are clear.
Yes, on three points in particular. The right to monetize gameplay comes from the publisher's content policy, a revocable license that can change with a policy update, so the creator's catalog depends on terms the creator did not negotiate. Recorded music needs a synchronization license once a stream becomes a VOD or clip, because the platform's blanket performance license covers only the live broadcast, and a platform must terminate repeat infringers to keep its own safe harbor, so three strikes is a legal requirement rather than a house rule. And the channel name is a brand worth registering in Class 41 before someone else does.
Each role has one document it cannot do without. For a publisher it is the contributor assignment, because a title whose code or art was never assigned cannot be licensed cleanly or sold. For a team it is the player's publicity license, since the team sells sponsors a likeness it does not own. For a tournament organizer it is the publisher's license, together with the venue's music license. For a creator it is the publisher's content policy and the clearance file for the music and overlays. And for an investor or acquirer it is the chain of title, read in diligence before the price is set, because the gap in it is the discount.
Sponsorship and endorsement agreements for players, teams, and leagues, with exclusivity and deliverables that hold up and advertising compliance written in.
Explore →Tournament rules written against the applicable law, anti-gambling and integrity provisions included, so an event can run across jurisdictions.
Explore →Player contracts negotiated with care over compensation, rights, and individual interests, and with the extra protections young and first-time competitors need.
Explore →Agreements for creators, streamers, and platforms that settle licensing, performance rights, and revenue terms so the upside is captured and the obligations are clear.
Explore →Reviewed by Jonathan D. Herpy, Sr., Senior Partner · Last updated October 2026 · Educational overview · Not legal advice
One partner is accountable for the whole matter, and you have that partner's direct line. Chicago, London, and Dubai work to the same standard.