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Content Creators, Law, and Ownership

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avatar for petesahooligan petesahooligan 747 posts
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Like art, everyone seems to have an opinion about law, ownership, and the ethical area between them. Unfortunately, it’s easy to get into situations that are legally and ethically challenging without really trying. There are some fundamental principles that every artist, writer, and musician should understand.

Even Dumb Art Can Be Intellectual
This is the foundation that you’ll build your protection on. However, you must appreciate that you didn’t really create any “thing.” You actually gave shape to an idea, or a juxtaposition of ideas. You own the idea, not the thing.

If this seems like gobbleygook, consider this. You create a character drawing on paper. It’s cool… you give him a name and a backstory and the whole bit. You scan it, clean and color it in Photoshop or GIMP, set some type in Illustrator. Post it here on on Deviant using your laptop and their servers. People view it, (the data gets transfered to their computer), and maybe someone suggests an improvement and digitally notes some changes directly on the JPG.

You didn’t create any of the tools used to shape the image. You didn’t even create the pencil or paper used to draw it. The drawing would not exist without the tools… so the paper and graphite is as much a part of the drawing as the idea. The same is true for the scan, the modifications done in Photoshop, and so on.

A song is the same thing. You didn’t invent the notes, or the keyboard… but the idea behind the juxtaposition of those things is yours. If you create a cool tune and someone records it using a different instrument, it’s still yours.

So, it’s the IDEA that is yours. The drawing is merely a reflection of the idea. When someone uses your drawing without permission, they haven’t stolen your drawing (per se) but rather appropriated your idea.

This is referred to as intellectual property.

Finding Is Not Owning
There are different disciplines of law that manage IP disputes. A copyright is your basic legal claim that you own the IP. This is simple when you sit down at your keyboard, word processor, or imaging station and create something from scratch. But what if you use reference? Maybe you need to see what clouds look like, or want to interpret a classic blues riff, or need help with some prose? At what point does your interpretation of your references and resources become yours? This is the essential question that copyright law seeks to answer. This is also something that you, as a content creator, need to be very sensitive to. When in doubt, err on the side of caution. Copyrighted material is often marked with a © symbol, but not always! If a © does not appear near the content, it still may be the IP of someone. (There are exceptions, below.)

A trademark is the ownership of a specific mark, like a logo. Trademarks are classified and categorized using a complicated typology of terms when they are registered. Trademarking a mark is a basic process, and indicated by a ™ symbol. If the mark is going to have longevity and be valuable over time, most individuals and companies opt to register it with the federal trademark agency. Once registered, (indicated by a ® symbol), it has an additional layer of legal protection. Registering marks is expensive but can have international application. Any dummy that makes a logo can put a ™ on it without issue, but some people like to put a ® next to their marks… and that’s not accurate.

The first step in protecting your IP is to copyright it. You can find the forms for doing it online here:
http://www.copyrightforms.org/

Public Domain, Open License, Contractual Use, And Other Big Words
Protecting your stuff from theft, appropriation, and misuse is the easy part. It really is. You made it, it’s yours.
But what about when you WANT other people to see it, enjoy it, interact with it, or even use it for their own projects? You’ve spent some time making sure everyone knows it’s yours, now you want to give it away! (Some strings attached.)
If there are no strings attached, and you don’t care who uses it, or why, or even if they credit you, you can “publish” it as free use. You might even have people say that they made it, (not you). This is the most Wild West method of getting your stuff out there, but you need to be prepared that once you let it go, it’s not yours anymore. (You cannot go back and retroactively lay claim to the material after it’s published using these loosest legal protections.)

Contracts and Usage Agreements basically provide exceptions for IP protections. The contract basically says, “I own the shit out of this drawing, but you can use it for this very specific purpose provided that usage is within these very specific constraints.”

It’s wise when collaborating or sharing your stuff to at least have a gentleman’s agreement on what is permissible use. Anything in static writing should be good enough. Alteration fraud is rarely a problem; misunderstanding the nature of the agreement is where most conflicts arise. It’s good to be as specific as you possibly can. The agreement basically outlines these conditions and the two (or more) involved parties basically agree to it. Off you go, working together!

The agreement should outline the following aspects:
• The person creating (and owning) the IP
• A name and description of the project that the IP is going to be used for
• The number of times the IP will appear in that production
• The instances where the IP will be allowed to appear outside of that production, (such as for promotional purposes… and remember, only promotions for THAT project, not “all” promotions created by the other party. See how this stuff can be manipulated?) Note: Many contracts explicitly stipulate that the art is okay to use for promotional purposes for that project only.
• The compensation required by the IP owner/contributor.

A Quick Note About Cash
Compensation isn’t always money. It might be production credits, or dividends on revenue, foot massages, or something else. The agreement should be as specific about compensation as it is about usage.
What happens if:
• The project is cancelled before you provide your score/art/UI design?
• The project is cancelled after you provide your stuff?
• If the project’s scope changes?
• The end production goes all Angry Birds viral?
• Your contribution keeps getting revised and changed?
• You cannot agree on creative direction and mutually decide to part ways?
• One of you is not happy with the creative direction but the other remains committed to it?
• What, PRECISELY, you are contributing.
• When, PRECISELY, you are contributing it.
• What process you will follow for review, revisions, and so on.

_

There are lots of gray areas that can produce conflicts, especially when it comes to individual standards or company policies in casual settings.
Consider this practical situation:

I wrote this article but I used online reference, and Kong staff and volunteers are at liberty to lock or delete it.
– Who owns this post?
– What rights do I have?
– What rights do my resources have to prevent me from interpreting their content?
– What rights does Kong staff and volunteers have to edit this content?
– Could you, Kong staff, or volunteers sell it?
– Where would someone look to find this information?
– How might I protect this article?

 
avatar for petesahooligan petesahooligan 747 posts
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Disclaimer: I am not a lawyer and this should not be construed as legal advice.

 
avatar for Moshdef Moshdef 1020 posts
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You’re awesome, Pete.

 
avatar for BadgeHuntersAnon BadgeHunters... 612 posts
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Originally posted by Moshdef:

You’re awesome, Pete.

I second this, you have really helped out.

 
avatar for petesahooligan petesahooligan 747 posts
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Some inexperienced artists are afraid to put things in writing. Either they’re not comfortable drafting the language, or they feel like it’s too formal for the situation.

The agreement doesn’t need to be on creamy paper with gold leaf letters. It can be an email, drafted in common language. It can even be part of the production plan. Here’s an example of how I might outline a production process if I were contacted by an actionscript dude wanting to work on a game with my graphic contributions…


Alright, Space Combat X sounds like a cool project. I’m totally in, and I have the time right now to work on it. But I need to work on it fast because next month I’m starting classes and won’t have any time after that to make revisions. We’ll need to plan this out carefully if you’re going to get all your assets in on time and not have holes later.

We have 30 days to put Space Combat X together. Here’s a preliminary schedule that fits for art creation. Please tell me if this works for you because it will require you to be ready to make decisions quickly, and outline any changes right away.

Day 30:
All art assets handed off in PNG and AI formats. (I will supply the PNGs as independent files. The AI version will have the source art on one-sheets, grouped by type.) These will be handed off using Google Docs.

Day 25:
This is the last day you can submit any more items for creation. I’ll need the following 5 days to prepare the PNGs.

Day 23:
Full asset review and critique of 95% of the assets. These will include:
- in-game active sprite elements for all frames of each animation requiring new creative.
- title splash screen(s)
- UI elements; buttons (3 states each), frame elements, type treatments

I will NOT be supplying:
- Backdrops
- Sounds
- long text graphics
- proofreading
- asset usage instruction

Specifically, I’ll be supplying in-game graphics for:
- avatar ship (1 frame)
- avatar ship guns (4 items)
- avatar ship guns in firing states (3 frames each)
- shop purchasable icons (12 items)
(For unavailable items, I understand that you will dim them slightly in Flash.)

- enemy/AI ships (12 types)
- enemy explosions (3 types, 4 frames each)
- missile (1)
- missile trail/smoke puff (3 frames)
- bullet (1)
- poison ball (1)
- plasma bolt (4, 3 frames each)
- laser (3 frames)
- shield “ball” (4 frames)
- invulnerability “static” (4 frames)
- spinning coins, brass, silver, gold, platinum (4 frames)
- boss ship (1)

Day 20:
A preview of all single elements without animation states. You are welcome to supply feeback on newly introduced elements at this point. Significant changes to the character of our primary assets at this point will be impossible.

Day 15:
Final approval of avatar ship, enemy/bot ships, and boss ship. We can sneak in some small changes here if we need to.

Day 12:
Final approval of logo, splash screens, instruction panels, buttons

Day 8:
First presentation of avatar, enemy, boss ships.
First presentation of logo, screens, panels, and buttons.

Day 4
Final approval of material / asset list. We can work on this together. You should supply:
- full list of art assets required
- sizes for each asset in pixels (width x height)
- number of frames or states for each asset with descriptions of the visual effect
- full UI map with assets (e.g., splash, options, store/upgrades, pause, etc.)
- list of all active, clickable elements with sizes
- amount of text (estimate) for narrative portions
I think that’s it. There may be more.

Day 2
Sketches (pencil) of ships and logo concepts.

If, before day 20, one or both of us are not satisfied for any reason, we may voluntarily leave the project. If, after day 20, I leave, I agree to provide you with all assets created to-date so that you may enlist a new artist to finish the project. If you opt to cancel the project after day 20, I will retain rights to my artistic contribution AND whatever conceptual aspects of the game that had been shared up to that point.

Should the game generate any revenue, we agree to split that revenue 50/50. We are to be jointly listed in-game and on every site as co-producers. Revenue audits will be shared from the publishing/hosting sites to each of us directly. (Neither of us will act as a liaison for the other in potential licensing/revenue situations or agreements.)

All artistic contributions made by me are wholly owned by me EXCEPT as they appear in “Space Combat X” game, and any promotional pieces, (dingbats, linkbats, etc.), associated directly with Space Combat X.

 
avatar for Khnum666 Khnum666 931 posts
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This seems to be something constantly overlooked in the collabs forums. I’ve seen so many failed projects I was excited for, that failed due to either lack of planning or bad communication between the team. A solid plan is a must before getting started, especially when time constraints are in effect. You can’t expect a decent result when you’re thinking up new art styles and game mechanics halfway through production, it always leads to an amalgamation of several ideas which, when developed individually in a structured manner could’ve been each a great project, however, they just don’t work mashed together because a proper plan wan’t thought out.