Our video game studio clients often come to us with plans to split game profits among the team members but require advice on the form this split should take.  Three main approaches exist for structuring your video game profit share:

1.  Profit Sharing Agreement

The most common approach is the Profit Sharing Agreement.  This agreement is between the company and each person participating in the profit share and sets out the profit sharing terms and contains key terms such as:

The benefit to this approach is that the participants are not shareholders in the company and, as a result, do not have a say in how the company is operated or a right to receive payouts from future games developed by the company.  However, the parties need to ensure that the agreement is thorough in its scope as any ambiguity or overlooked scenario could create major headaches in the future.

2.   Create a Separate Company for each Game

Under this approach, a separate company is created for each game you develop, with the commonality being that the main company you incorporated (the studio) is a majority shareholder (51% and up) in each of these separate companies.  For example: Studio Company owns 66 2/3% of Game 1 Company.  The separate company would receive profits from the game and distribute them to the shareholders based simply upon their shareholding (although more complex special rights and restrictions could also be put in place).  Intellectual property for each game may rest with the separate company or the main company.  Profits from the game would be distributed as a dividend to the shareholders.

This approach works well if each person is expecting an interest in the company developing the game with the benefit that these persons cannot participate in future games developed by the main company (which may be unrelated to the current game).  However, when pursuing this approach, it is important to obtain tax advice to ensure that distribution of the profits between the companies is structured efficiently.

3.  Issue Shares in your Company to Profit Share Participants

Under this approach, a special class of non-voting share (the profit share class)  is issued to the profit share participants and contains a dividend right to receive a portion of game profits, which would contain similar terms as described in approach 1 above.  This approach is similar to approach 2 above except that no separate company is created.  However, additional terms are also required, such as:

The problem with this approach stems from the fact that the profit share participants may only be involved in one game but the studio may continue on to make other games, which the profit share participant should not receive a financial benefit from.  Further, by being a shareholder (without detailed share rights and restrictions), the shareholder may be able to participate in profits from future, unrelated titles, benefit from sale of the company and/or exert their rights as a shareholder to participate in the company’s direction.  To alleviate these problems, complex terms and agreements are likely needed (see retractability and the voting trust) to ensure that the profit share shareholders only benefit from the game they worked on and have a limited right, if any, to participate in the company’s direction.

As a first step, it’s critical to recognize that your profit sharing agreement needs to be documented in writing.  Second, you must reflect on the relationship you desire with the profit sharing participants (duration, scope of their involvement etc.) and analyze that relationship relative to the features of each of the above approaches.

When creating realistic video games, developers often desire to render real-world items digitally but neglect considering rights held in these items.  A failure to investigate rights held in real-world items is not limited to smaller studios as major developers (ex. Activision) have been sued for using real-world items in their games, such as AM General’s Hummer and certain firearms.   To assist in avoiding these issues, consider the following steps when inserting real-world items into your game:

  1.  Check to see if the item you are adding to the game is based on a real-world item.  For example, modes of transportation, firearms and luxury goods in games could all be based off a real-world item.
  2. When purchasing assets from marketplaces be sure to ensure that the asset creator has not  infringed the rights of third parties.  This has been an issue on the UE marketplace leading to an audit of most firearm asset packages.
  3. If your item is based on a real-world item, determine the rights held in that item.  For example, the design could be covered by a design patent while the name or logo could be trademarked.
  4. If there are rights held in the item be sure to secure a license from the rights holder before proceeding, otherwise you risk litigation and will be running afoul of most representations and warranties contained in publishing and platform agreements you sign.

In many cases, it’s cheaper to design your own items rather than seeking a license for real-world items, which may not be granted.  Take the GTA series and its use of cars of its own design – it’s doubtful that an automaker would license their rights to a game in which the same car is used to commit (digital) criminal offences, including murder.

If you are in doubt whether the particular item or its name is protected, be sure to contact your legal counsel before spending time integrating it into your game.

Non-Disclosure Agreements (NDAs) are a critical part of a technology company’s legal arsenal but are often relegated to a standard template without much thought.  Too often, I’ve seen NDAs sent by sophisticated companies that contain a number of pitfalls that often negate some of the protections that NDAs are relied upon for.  While there are numerous pitfalls to be watched for when drafting and reviewing NDAs, I wanted to highlight a few pitfalls that I frequently encounter that are often missed by both disclosing and receiving parties:

1.  Duration

While it may seem obvious it bears repeating: the duration of a NDA matters.  Often the NDAs I receive specify a relatively brief duration: usually between 2 and 5 years.  Problematically, after the time-period expires the protections provided by the NDA lapse and the previously confidential information can be disclosed at will.  While you may not believe that confidential information would be valuable 5 years into the future, this could be a costly assumption – image if the Coca-Cola recipe was treated the same?

NDAs should specify a perpetual duration unless you have a specific reason for limiting the duration.  Regardless, if the NDA duration has a limit you should be very careful to disclose only information that you’re comfortable becoming public information in the future.

2.  Who Can be Disclosed to

I often encounter NDAs that classify the NDA itself as confidential information that can only be disclosed with permission from the other party.  While seemingly innocuous, this treatment of the NDA can become a massive headache when it comes time to sell your company or its technology.  For example, you could be prohibited from disclosing the mere existence of the NDA to the purchaser or its legal counsel.

NDAs should permit disclosure of the NDA itself to your professional service providers, third parties proposing to engage in transactions with your company and their professional service providers.

3.  Scope of Protection

Do not neglect the scope of the NDA’s protection.  Obviously the NDA should protect information physically disclosed or spoken to the other party but there may be certain things disclosed to the other party that don’t fall within the typical scope of “information”.  For example, you may want the NDA to protect things that are visually perceived by the other party when on-site or sounds heard by the other party (this could matter if the sound of a machine could be used to determine a key design feature).

Always consider what you are disclosing under the NDA and be sure that the scope of the NDA’s protection matches the scope of disclosure as well as inadvertent, passive, disclosures that may take place.

Ultimately, the pitfalls with a NDA, as with any legal document, originate from the treatment of the NDA as a standard templated agreement.  The NDA is a powerful document that should be carefully crafted to reflect your particular business needs and to avoid the above pitfalls.

The US DMCA (Digital Millennium Copyright Act) contains very useful provisions that provide a company with a safe harbour (in the U.S.) from copyright infringement committed by users of the company’s website or other online service.  For technology companies, especially those that permit users to contribute content, this safe harbour is invaluable as, without, liability for copyright infringement committed by users could be a financial disaster – imagine the liability a video upload site could incur.

To be granted the safe harbour, your company must comply with a number of legal requirements, including:

  1.  The posting of certain information concerning a notice-and-take-down process for alleged copyright infringing content, counter-notice to challenge an allegation and compliance with this process; and
  2. Registering your online service with the US copyright office and registering a DMCA agent, who acts as the point of contact for DMCA/copyright infringement claims.

Previously, DMCA agent registration did not expire.  Due to changes in the regulations governing DMCA agent registration, all current DMCA registrations expire on December 31, 2017.  Going forward, companies may register DMCA agent information electronically, each registration being valid for 3 years.  A failure to re-register a DMCA agent will result in the loss of the DMCA safe harbour, even if you previously registered and no change occurred with respect to that agent.

The benefits to the DMCA safe harbour greatly outweigh the minor costs involved in registering a DMCA agent.  Accordingly, we recommend registration to our Canadian clients, even if they do not have a presence in the U.S.  If your company has already registered, be sure to contact your legal counsel to timely begin re-registering your DMCA agent.