Publishing Agreements Explained: Intellectual Property Rights

Last updated: December 6, 2025

René Otto, founder and legal advisor at Deviant Legal.

René Otto

Founder & Attorney

Contracts

One of the most heard video game publishing horror stories is that a publisher  takes the intellectual property rights to your game. While in modern day video games publishing this is very rare, it is still important to assess the consequences of the contract regarding your intellectual property rights.

In addition, it is also important to read our article on the clauses concerning future games.

Basics of intellectual property rights

The main areas of intellectual property

The main areas of intellectual property rights are as follows:

Intellectual Property RightWhat does it protect?Examples in video games
Copyright:Fixed literary or artistic works that have a certain level of originalityCharacters, narrative, artwork, soundtracks, source code, visual effects
Trademark:Signs (words or figures) that distinguish goods and/or servicesThe name and logo of the game, (main) characters which are recognizable for the franchise
Patents:New, technical inventionsNetworking solutions, rendering techniques, hardware innovations, innovative game mechanics (depending on the jurisdiction, as in Europe software as such cannot be patented)

For most video games, copyright is the primary form of protection. Some characters are also protected by registering them as a trademark, but most assets are subject to copyright only.

When is something protected by copyright?

Copyright protection generally applies automatically once an original work is created. In most jurisdictions it is not required to register copyrighted works. This means that when code is written or art is created, copyright protection automatically applies. This implies that even a work-in-progress is protected by copyright al long as it is sufficiently original and creative choices have been made.

It is important to know that (abstract) ideas, concepts and styles are not protected by copyright. The reason for this is that it is not something that is created and observable yet.

Who is the owner of the copyrights to the game (assets)?

In most jurisdictions, ownership belongs to the person who created the game assets, unless there is an exception.

Some examples of these exceptions are:

  1. Game assets which are created in the context of an employment relationship are assigned to the employer.
  2. In the United States there is the ‘work made for hire’ doctrine, which can lead to a situation where the client receives the copyrights to certain commissioned works.

Points of attention when negotiating a video games publishing agreement

Developers usually retain IP rights, but confirm it

In most modern publishing agreements, developers retain ownership of their intellectual property rights. However, this should never be assumed. Always verify the contract language to confirm that the developer remains the IP holder.

Co-development can lead to co-ownership

Some publishers co-develop games with studios. If the contract does not clearly allocate copyrights, the result can be co-ownership. Depending on the jurisdiction, this can have unintended consequences:

  1. In some countries, commercial exploitation requires unanimous consent from all owners.
  2. In some countries, each co-owner may commercially exploit the game independently.

Commercial exploitation also means developing ports, prequels, sequels and spin-offs. This means that co-ownership can have impact on what you can actually still do with your game as a developer. What seems “fair” at first sight can quickly become a legal obstacle if not clearly defined.

Ports and marketing assets may default to the publisher

When publishers develop marketing assets (trailers, banners, key art), ownership may default to them. This usually does not matter during the partnership, but upon termination of the video game publishing agreement it can block developers from continuing to use these assets. For more information about this, read our article on the consequences of termination .

When the publisher develops ports, it is important that the intellectual property rights to these ports are sufficiently transferred to the developer. In case the publisher instructs a third party to develop the ports, it is important to include a provision that the publisher will include a transfer of intellectual property from this party to the publisher. This then allows the publisher to subsequently transfer the intellectual property rights (back) to the developer.

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Beware of transfer-on-breach clauses

The most important clause to watch out for is the transfer on breach clause. This provision transfers the game’s intellectual property rights from the developer to the publisher when the contract is terminated as a result of a breach of the developer.

The idea behind this clause is that it allows the publisher to finish the game and release it, in order to recoup their investments. However, the consequences of these clauses are very severe, as you effectively lose the rights to your game. Therefore, these clauses require a lot of attention to prevent abusive practices.

Before you sign: summary and next steps

Intellectual property rights define who truly controls a video game. Most modern agreements let developers retain ownership, but risks remain, especially in cases of co-development, publisher-created assets, or hidden transfer-on-breach provisions. Ensuring clarity at the contract stage is the best way to protect your game’s future.

René Otto

René is an award-winning game lawyer and one of the leading experts in video game publishing agreements. He has drafted and negotiated hundreds of contracts for both indie developers and AAA studios. Passionate about inclusivity and accessibility, René strives to make legal support approachable for everyone in the games industry.

René Otto, founder and legal advisor at Deviant Legal.

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