Publishing agreements for games and apps

We will read the draft your publisher sent, tell you in plain words which rights leave you and for how long, and write the clause on generated material to match what your team actually did.

 
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When you need a publishing agreement reviewed

A publisher sent you a draft

Thirty pages arrived with a signing date attached. The parts that decide the next five years are the definitions and the schedules, and those are the parts nobody reads first.

The draft bans generated material

A clause forbids anything made by a model, and your team has been using tools for months. Signing as it stands turns a working method into a broken promise.

You cannot say what you granted

Somebody asks which platforms, which languages and which sequels the publisher holds. The answer is spread over three clauses that do not agree with each other.

The deal ended and nothing came back

The term ran out, the game is still listed, and the store account is in their name. What returns to you on the last day has to be written before the first one.

What you get

  • The rights you actually granted
  • A term that has an end
  • Credit and approvals in writing
  • A clause on generated material
  • A list of changes to request

What is required for a publishing agreement

A publishing agreement is one document doing four jobs: it says which rights leave you, for how long, on what money, and what you promise each other about the game. So a review hunts the rights that leave quietly.

What the agreement must answer

  • Which rights are granted, and whether the grant is exclusive — platform by platform, language by language.
  • The term, and what the term is counted from: signature, release, or the day the money is recouped.
  • The money: the split, what it is a share of, what is recouped first and what you may check.
  • Approvals: what the publisher may change in your game, and what you can refuse.
  • What returns to you when it ends — the build, the store listing, the accounts and the player data.
  • Derivative works: ports, localisations, sequels and merchandise, each named or each excluded.

A term is not one number

A grant written “for the full term of copyright” sounds precise and is not. The convention floor is the author’s life and fifty years after it; where a country protects photographs and works of applied art as artistic works, their own floor is twenty-five years from making. Countries may run longer, and the term you get belongs to the country where protection is claimed. A term written in years of its own has one length; a term written by reference has one per market.

The clause on generated material

A publishing agreement can forbid material made by a model outright, or allow it on disclosure and approval. Wherever it sits, the clause is not only about the future: it is read together with your warranty that the game is original and infringes nobody, and that warranty covers work already done.

So the first question is not what the clause says but what your team already did. A studio that used tools during production and signs an unqualified ban has given a promise it cannot keep, and the breach starts on the day of signature, long before anyone finds out.

What the clause has to settle: what counts as generated material; whether a tool used inside the pipeline and never shipped counts at all; who records what a person contributed; whom you disclose to and when; and what happens if the answer changes after release. Where the question is what your tools commit you to in the first place, that is an assessment of how you use artificial intelligence.

What you send with the draft

  • The draft, and every side letter or term sheet that came before it.
  • What the game is made of, and which parts came from other people.
  • Which tools the team used in production, and on which parts.
  • What has already been promised to anyone else about the same game.

Where an agreement breaks

  • A grant of “all rights” over a schedule naming three platforms, so nobody can say which governs.
  • A term that never ends because it is tied to an event that may not happen.
  • A warranty of originality given while part of the game came from a contractor with no signed assignment.
  • Approval rights written for the publisher and silence about yours, so your credit is theirs to change.

The deal that decides who releases the game sits at publisher negotiations; permission from the owner of music, an engine or a character is rights holder negotiations.

Sources: the Berne Convention, article 7: the term is the life of the author and fifty years after his death; photographic works and works of applied art, in so far as a country protects them as artistic works, last at least twenty-five years from making; the term is governed by the country where protection is claimed.

Stages of work

Reading the draft — 3–5 working days.

We will read the whole document, including the schedules, and write down what it grants in plain words. That summary is the thing you argue from.

The map of rights leaving you.

Platform, language, format, sequel, merchandise. Each one is either granted or kept, and we will not leave a line where the answer is silence.

The term and what ends it.

We will pin what the term runs from, what it runs to, and what has to happen for it to stop. A term tied to an event that may never arrive is a term with no end.

Money and what it is counted on.

We will fix what the share is a share of, what is taken out before it is calculated, and what you are entitled to see. A percentage without a base is not a number.

Warranties and the generated material.

We will match what you promise about the game to what your team actually did, and set the clause on generated material so it describes the production you actually ran.

The redline you send back.

You get one marked-up draft: every change, why it is asked for, and which of them we would trade away.

Our case studies

Game Publisher-Developer Cooperation Due Diligence

Client

Large Eastern European game publisher

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Investment Exit and Contract Transfer for Gaming Publisher

Client

UAE-based video game publisher

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Game Group Expansion and Publishing Exit

Client

Video game developer with 100M+ downloads

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Leaders of the Area

Alexandra Kurdyumova

Alexandra

Kurdyumova

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FAQ

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