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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Repair Windows errors before they cause bigger problemsFix Now →Yes—but only with written permission from the party that controls the specific rights your game will use. A film, television, comic, music or other entertainment property can be licensed to an independent studio, yet the permission is a negotiated contract, not an automatic consequence of the property being famous. The agreement can restrict characters, platforms, countries, languages, term, monetization and whether anyone else may receive a similar license.
Popularity, a non-commercial release, a fan-project disclaimer or a polite email does not create a right to make the game. You need to identify the relevant rights owners, use the correct licensing channel, obtain a written agreement and follow its approval and brand rules before releasing or marketing protected content.
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What an entertainment-IP license actually gives you
The UK Intellectual Property Office defines a licence as “a contractual agreement between the copyright owner and user which sets out what the user can do with a work.” In game development, that contract is the boundary between an authorized adaptation and an unlicensed use. It may authorize a specific character, logo, setting, song, script element, likeness or other asset, while excluding everything else in the franchise.
Rights are commonly limited along several axes:
- Scope: the named characters, names, artwork, music, footage, story elements and derivative works.
- Media and platforms: PC, consoles, mobile, cloud distribution, physical editions, downloadable content, demos, streams or user-generated content.
- Territory and language: worldwide rights or specified countries, plus localization, censorship and ratings requirements.
- Term: the development period, launch window, renewals, updates, sequels and what happens after expiry.
- Exclusivity: whether you are the only licensee for a platform, territory or product category.
- Commercial use: premium sales, free-to-play purchases, advertising, subscriptions, merchandising and other monetization.
A license covering a character in a downloadable PC game does not automatically cover a mobile spin-off, a trailer using the character’s music or a sequel. Read the grant as a list of permissions, not as a general endorsement of your studio.
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Why a famous property does not create an implied right
Copyright, trademarks, music rights, performer or likeness rights and distribution arrangements can belong to different parties. A studio that controls a screen adaptation may not control the underlying comic, a recording or every territory. The person who answers a social-media message may also lack authority to sublicense anything.
A free fan game is not automatically lawful. Removing sales, adding “not affiliated” language or accepting donations may reduce some commercial concerns, but it does not replace permission. The rights holder can still object to copying protected expression, using trademarks or implying an official connection. Roblox’s licensing FAQ states the practical rule plainly: “If you want to use an IP in your game, you must have explicit permission from the rights holder.”
Step 1: Map every right your design depends on
Before contacting anyone, turn the concept into a rights map. List each protected element that appears in the game, its marketing and its community features. Include elements that seem incidental: a song playing in a level, a recognizable costume, a real performer’s likeness, a logo on a prop or a clip in a trailer.
Identify the controlling parties
- Copyright owner of the film, show, comic, artwork or written material.
- Trademark owner for names, logos, symbols and distinctive branding.
- Music publishers, composers, labels and performers for compositions and recordings.
- Actors, athletes or other individuals whose likeness, voice or performance is reproduced.
- Publishers, distributors or territory-specific agents that hold sublicensing authority.
Ask each prospective contact to confirm that it can grant all required rights, or to identify the other approvals you must obtain. Keep a written record of the answer. If one element cannot be cleared, redesign it before spending heavily on production.
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Separate owned material from licensed material
Create an asset and rights ledger with the asset name, owner, contract reference, permitted platforms and territories, approval status, expiration date and replacement plan. Mark original studio content separately so a later termination does not accidentally remove material you own.
Step 2: Prepare a rights-safe pitch
Rights owners assess a business proposal, not just an idea. A concise pitch should explain:
- The gameplay loop, genre, visual direction and how the IP is integrated rather than pasted on.
- The intended audience and expected community engagement.
- Platforms, territories, languages and a realistic release window.
- Monetization, including premium pricing, in-game sales, advertising, subscriptions and downloadable content.
- Your team’s relevant experience, production schedule, funding and ability to meet approval deadlines.
- The exact IP elements requested, with a distinction between essential and optional items.
A vertical slice can demonstrate quality, but do not publish protected screenshots, character models, music or trailers while permission is pending. Show confidential materials only through an agreed channel and ask whether the recipient requires a nondisclosure agreement. A pitch is not a license and does not stop the recipient from rejecting it.
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Step 3: Use the channel the rights owner actually authorizes
There is no universal marketplace for entertainment-game rights. Owners may work through a licensing representative, an agent, a publisher, a platform catalog or a direct business-development team. Check the stated purpose of a form before submitting confidential game material.
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| Route | What it can provide | Important limitation |
|---|---|---|
| Platform licensing catalog | Structured application, published content rules and platform-specific commercial terms. | Only the properties and formats listed are available; approval does not extend beyond that platform’s license. |
| Rights owner or authorized agent | A negotiated grant potentially covering multiple platforms, territories or products. | You must verify authority and negotiate every required right; many owners do not accept unsolicited game proposals. |
| Publisher or intermediary | May package financing, production and licensing expertise. | Introduces another contract and revenue participant; the intermediary may not control the underlying rights. |
Roblox as a platform-specific example
Roblox’s creator documentation says, “A license allows you to create a Roblox game or Marketplace item using IP.” Creators can browse a Licenses catalog and request available properties. A full-game request asks for the overall pitch, relevant team experience, IP integration, audience engagement, monetization, creative design and gameplay. The rights holder may approve, reject or issue conditional approval.
Roblox also distinguishes full-game requests from in-game-sales and Marketplace licenses. Applicants must review the applicable revenue share, duration, content standards and brand guidelines. If an IP is not in the catalog, the creator must obtain explicit permission from the rights holder. These are Roblox terms, not an industry-wide licensing model; a catalog listing does not imply that the same property is available for a standalone PC or console release.
When a web form is not a game-licensing route
Bandai Namco’s licensing page lists properties such as PAC-MAN, TEKKEN and DARK SOULS, but its disclaimer says: “Please do not submit any game ideas, clearance or permission requests, or any other submissions unrelated to merchandise licensing via this portal.” It also says that a submission does not grant permission or rights. This illustrates why you should read the submission terms and confirm the department’s remit before sending a pitch.
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Step 4: Negotiate a contract that can support the whole product
Have an entertainment or intellectual-property lawyer review the long-form agreement. The UK Intellectual Property Office recommends specialist legal advice for copyright and contract matters. The following checklist identifies the commercial decisions that most often make an apparently attractive license unusable:
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| Clause | Questions to resolve in writing |
|---|---|
| Rights grant | Which characters, names, logos, artwork, music, footage, story elements and derivative works are included? Are sequels, remakes and user-generated content included? |
| Media and platforms | Does the grant cover PC, each console, mobile, cloud, physical editions, demos, DLC, patches, streams, trailers and store pages? |
| Territory and language | Is it worldwide or limited to named countries? Who controls localization, censorship edits, ratings and translated marketing? |
| Term and renewal | When may development begin? How long may the game be sold? What are renewal conditions, sequel rights and post-expiry sell-off rules? |
| Exclusivity | Are you exclusive by platform, territory or product category, and what performance obligations preserve that exclusivity? |
| Approvals | Who approves scripts, builds, art, trailers, store listings, influencer material and brand usage? What are review deadlines and revision limits? |
| Money | Is there an advance or minimum guarantee? How are royalties or revenue shares calculated, reported, audited, taxed and affected by platform fees or recoupment? |
| Risk allocation | Who provides warranties, insurance and indemnity for infringement, privacy, likeness or music claims? Who pays for a takedown, recall or asset replacement? |
| Termination | What breaches have cure periods? What if the licensor loses its own rights, becomes insolvent or invokes a morality clause? What happens to existing players, inventory, updates and downloadable content? |
WIPO’s Mastering the Game notes that game agreements commonly require the developer or publisher to represent that third-party intellectual property is owned or properly licensed and to bear infringement-related losses and costs. That representation can expose a small studio to liabilities far beyond its budget, so do not accept it without matching warranties, indemnities, insurance and a practical approval process.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How the money and timing really work
There is no reliable universal indie royalty percentage, minimum guarantee or approval-time statistic. Economics depend on the property’s demand, the rights package, territory, exclusivity, platform reach, term and your bargaining position. A platform may publish illustrative revenue-share examples for its own catalog, but those figures are platform-specific and should not be presented as an entertainment-industry benchmark.
Budget for legal review, rights-clearance work, possible advances or minimum guarantees, localization, insurance, compliance changes and replacement assets if approval is withdrawn. Treat every estimate as contingent until the agreement is signed and the licensor confirms its internal approval schedule.
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- Store the signed license, amendments, certificates and correspondence in a controlled repository.
- Update the rights ledger whenever an asset, platform, territory, language or monetization method changes.
- Route scripts, builds, art, audio, trailers, store pages and influencer materials through the named approval process.
- Keep only the versions and territories the agreement permits; block an unapproved build from release.
- Train contractors and community managers on brand guidelines, confidentiality and takedown procedures.
- Record expiry and renewal dates early enough to stop sales or negotiate an extension without an accidental breach.
Roblox warns that license requests are subject to content standards, duration and revenue-share terms, and that unlicensed use can lead to removal; rights holders may also pursue infringement remedies. On any platform, keep a contingency plan for disabling an asset, delisting a build, replacing music or communicating with existing players if rights change.
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Common failure modes and the safer response
“It is only a fan game, so it is safe.”
Do not rely on non-commercial status or a disclaimer. Ask for written permission or remove the protected elements and build an original setting.
“The contact works at the company, so the deal is done.”
Request confirmation of sublicensing authority and a signed agreement from the rights-holding entity or its authorized representative. A courtesy email is not a grant.
“The catalog listing covers every release.”
Read the platform, territory, term and format limits. Obtain a separate grant for another platform, sequel, physical edition or user-generated-content feature.
“We can launch while approval is pending.”
Do not release or market protected content. Use placeholder or original assets, and keep the pitch and prototype private under agreed confidentiality terms.
“We can fix the contract later.”
Early prototypes often dictate art, audio and monetization choices that are expensive to change. Set scope, approvals, termination treatment and financial exposure before committing production resources.
A practical go/no-go checklist
- Have you listed every copyrighted, trademarked, musical, likeness and performance element?
- Can the proposed licensor prove it controls or can sublicense each element in every target territory?
- Does the written grant cover every platform, edition, update, DLC, stream, trailer and monetization method you plan to use?
- Are term, renewal, sell-off, exclusivity and termination consequences workable for your release schedule?
- Can your team meet approval, reporting, insurance and audit obligations?
- Have counsel reviewed representations, warranties, indemnity, minimum guarantees and royalty accounting?
- Will you keep an asset ledger and a takedown or replacement plan after launch?
If any answer is no, pause the licensed concept or redesign it around original material until the gap is resolved. Once the rights, economics and operating process are documented, an indie studio can pursue a legitimate entertainment-IP game without relying on assumptions that popularity, goodwill or a free release provide permission.
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