We represent quite a few video game studios, many of which are indie.  Regardless of studio size, we are often called to fix legal mistakes that could easily have been avoided.  These legal mistakes frequently fall into one (or all) of the following five categories:

  1.  Don’t forget to incorporate or incorporate too close to the date of launch.  Often incorporation is left to the last minute and only happens when Steam or Apple asks for a company name.  This is a problem as game intellectual property (IP) must be transferred to the new company at its fair market value, which may be more than nominal (given that it is about to be sold) and could involve complex tax solutions.  By incorporating earlier in the development cycle, you can put in place proper agreements so that the company owns game IP from day one.
  2.  Don’t create complex corporate structures with no purpose.  If you don’t know why your company has a particular corporate structure, you likely don’t need it.  The more complexity, the more likely mistakes will be made in the future when you use a certain structure for a different purpose than originally intended.
  3. Don’t  forget to assign IP to the studio.  The company needs to own game IP as, without, it cannot sell the game since it does not own the game in the first place.  This can be remedied through employment, contractor or IP assignment agreements.
  4. Don’t use oral agreements with independent contractors.  Use independent contractor agreements to document the studio’s relationship with contractors and to ensure the company owns the contractor’s work.
  5. Don’t sign publishing agreements without review.  Have a lawyer review your publishing agreements as there is often a disconnect between the terms you negotiated and the publishing agreement terms (often unintentionally, given publisher reliance on agreement templates).

By keeping the above in mind, you should be able to structure your studio correctly and save the legal fees otherwise incurred to clean these sorts of mistakes up.  For our indie clients, we certainly understand that they would rather put money into development than into legal fees!

If your startup or video game studio’s business involves IP licensing (it likely does), it’s important to understand common IP license terms.  Proceeding with an IP license without fully understanding key license terms can have a disastrous impact on your company’s future.

Let’s start with the obvious:

A.  Licensor.  The person/company granting the license.  If you own the IP and are licensing it to another, you are the licensor.

B.  Licensee.  The person purchasing the license.

Now onto an overview of (some) important terms:

  1.  Perpetual.  This is the most important term in any license.  A perpetual license is one that continues in perpetuity and will only end if the licensee breaches the license terms (rare).  If you see the word perpetual, assume that the license lasts “forever”.  This works in some cases but if you actually intended to license the IP for a fixed term, perpetual is the wrong word to use.
  2. Term.  If the license is not perpetual it has a fixed term (typically a number of years), which you must specify.  Once the term ends, the license ends .
  3. Exclusive vs Non-Exclusive.  An exclusive license is one that only the licensee may use.  For example, if you exclusively license your video game to a publisher, you cannot publish it yourself.  Conversely, non-exclusive licenses permit additional licenses.  You can limit exclusive licenses by, for example, imposing platform or geographic restrictions:  exclusive license for distribution only on the Apple iOS store in Germany.  If you still plan on using the software yourself, internally, be sure to retain rights to your own software when granting an exclusive license!
  4. Worldwide/territory/other scope.  Specify the scope of the license, such as whether it applies only to a particular geographic region, technology platform or type of end user.
  5. Sublicensable.  A sublicensable license means that the licensee can grant licenses to others.
  6. Assignable.  An assignable license can be transferred to another, removing the original licensee from the license.  Typically, licenses are assignable only upon mutual agreement, an acquisition or bankruptcy.
  7. Derivative works.  By permitting the creation of derivative works you permit the licensee to modify and create new versions of the licensed IP.  The license to make derivative works can be limited (for example, to ensure compatibility with changes in operating system versions) or broad.  It is usually the case that the license prohibits the creation of derivative works.

When reviewing an IP license agreement, I often recommend starting with a review of the license terms and to watch for the above terminology.  Each term can alter the scope of the license and you need to ensure that the license terms are consistent with the terms you previously agreed to.

The U.S. Federal Trade Commission recently completed its first enforcement action against an undelivered Kickstarter project and resulting in an agreement to repay over $100,000 in campaign pledges.  The FTC alleged that the campaign deceived supporters and spent money on items unrelated to the campaign.   While not all undelivered crowdfunding campaigns will prompt FTC action, this first action lays out important rules to follow so as to avoid deceptive claims in your crowd funding campaign.

In the enforcement Action, the FTC implicitly set out four standards to comply with so as to not misrepresent a crowdfunding campaign to consumers:

1.  How will funds be used.  Don’t use campaign funds for purposes unrelated to the campaign, such as personal expenses or for other businesses or projects.  Where your project fails, don’t use campaign funds for a different project as backers never agreed to provide funding for a different project.

2.  Deliver your deliverables.  Don’t promise and not deliver the deliverables, including perks, you promised to each backer.  In order to avoid this issue, it is recommended that you research the exact cost of each deliverable to ensure that it is financially viable and can be manufactured on time and to the specifications promised to backers.

3. Don’t misrepresent the project.  Be honest as to the stage of development the project is at and the features that will be integrated into the project.  If a feature is not possible, don’t imply that it is part of the project or that it may be possible.  The FTC wants consumers to understand exactly what they are contributing to and not be mislead as to what the project delivers.

4.  Be honest about your skills.  You should set out the expertise/qualifications of any person associated with the crowdfunding campaign honestly.  Do not mislead backers as to team member expertise as the team is equally important as, and essential to the success of, the project.

Running through the above standards is a single rule:  don’t misrepresent, expressly or by implication, anything in your crowdfunding campaign.  Similar to a store selling goods, running a crowdfunding campaign requires you to clearly present to prospective purchasers what you are selling and who is involved in the item being sold.

Whenever a developer discovers a copied version of their app/game, their immediate concern is how to remove it.  This post aims to outline the process for removing content that infringes your copyright from major app/game stores.

All major stores operated by U.S. companies (and often foreign companies) comply with the United States Digital Millennium Copyright Act (“DMCA”).  Simply summarized, the DMCA provides a notice-and-takedown procedure whereby a notice of copyright infringement sent to a DMCA Agent leads to the take down of infringing content.

STEP 1.  DMCA Notification

The DMCA Agent should be your primary contact as the DMCA specifies a procedure for copyright infringement claims and major stores will follow the procedure.  Here are links to the DMCA Agent for each major store:

Steam:  https://steamcommunity.com/dmca/create/

Apple:  http://www.apple.com/legal/internet-services/itunes/appstorenotices/

Google Android:  https://support.google.com/legal/troubleshooter/1114905?product=androidmarket

Facebook:  https://www.facebook.com/help/contact/208282075858952

Microsoft:  https://www.microsoft.com/info/cpyrtInfrg.aspx 

You must complete and send the notice of copyright infringement contained in these forms to the DMCA Agent in order to initiate the DMCA process.  After you send notice, the DMCA Agent should remove, or disable access to, the allegedly infringing app/game and send notification of such removal to the infringer.

DMCA Agent response time varies.  Indeed, U.S. courts are currently determining what period of time constitutes a reasonable response!

STEP 2.  Utilizing Connections and Social Media

After sending the notification, feel free to contact anyone you know at the app/game store or use Twitter and other social media to push your cause.  Often a campaign will cause a quick response from the DMCA Agent.

STEP 3.  Cease and Desist

Consider sending a cease and desist letter to the infringer as well, requesting that they remove the infringing content from the store (perhaps also request sales proceeds).  Where the store or website does not comply with the DMCA, this may be the first or second step.

STEP 4.  DMCA Counter Notification and Lawsuits

The infringer may respond with a counter notification claiming that the allegedly infringing content was removed as a result of mistake or misidentification.  The DMCA Agent, upon receiving counter notification, will let you know about the counter notification and will put the  content back on the store in 10-14 business days, unless  (before the content returns) you seek a restraining order against the alleged infringer and inform the DMCA Agent of the order.

In reality, the DMCA Agent likely will not receive a counter notification in the case of a blatant ripoff of your app/game.  Nonetheless, it’s important to know the steps that follow DMCA notification.