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Short answer: treat the project as a licensed adaptation unless an intellectual-property lawyer has documented a narrower, defensible basis such as fair use. Inventory every borrowed element, identify each rightsholder, obtain written permissions, clear the title and branding, secure releases from people whose identities or performances you use, and run a legal review before release. Changing a character’s name, colors, or a few plot points does not automatically make the use lawful.

This guide is U.S.-focused. Copyright, trademark, publicity, privacy, moral-rights, and platform rules can differ elsewhere, so an international launch needs local advice.

What makes an adaptation legally risky?

A game can contain many separate intellectual-property assets. A source novel, film, comic, or game may supply characters, visual designs, setting, dialogue, plot, title, logos, music, or other recognizable expression. Your implementation can add new code, art, audio, and gameplay, but those additions do not erase rights in material copied or adapted from the source.

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Copyright protects original expression fixed in a tangible form. In the United States, qualifying individual-authored works generally last for the author’s life plus 70 years. A game’s code, artwork, animation, music, sound recordings, story and audiovisual elements can each involve distinct rights. Copyright protection begins when an original work is fixed; registration is not what creates the underlying copyright, although registration and recorded transfers are important evidence when checking ownership.

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If your game is based on an existing story or character, it will usually be a derivative work or adaptation. The U.S. Copyright Office explains that only the copyright owner has the right to prepare or authorize a new version. You cannot obtain permission merely by changing names, colors, dialogue, camera angles, or some plot details. Those changes may make your work more original, but they do not grant a license to use protected expression that remains recognizable.

Trademark creates a separate risk. A title, logo, character brand, studio name, or marketing presentation can imply that a game comes from, is approved by, or is connected with another company. The U.S. Patent and Trademark Office (USPTO) describes infringement as unauthorized use likely to cause confusion, deception, or mistake about source or sponsorship. An injunction, destruction of goods, and monetary damages are possible remedies.

People and performances add still more rights. A copyright license for a song, film, or character does not necessarily give you publicity, privacy, performer, voice, likeness, or trademark rights. Treat those permissions as separate clearance tasks.

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Start with a complete IP inventory

Before writing a license request or building a prototype, make a spreadsheet or rights-management file that lists every third-party element. WIPO identifies game code, visual elements, characters, storylines, music, game titles, and logos as game-related IP assets. Your inventory should be more granular than a single row labeled “the movie.”

Source material and fictional elements

  • The source novel, film, comic, television program, game, tabletop property, or other work.
  • Character names, aliases, biographies, costumes, silhouettes, catchphrases, voices, relationships, and distinctive abilities.
  • Plot points, dialogue, scenes, settings, fictional places, creatures, props, lore, and chronology.
  • Artwork, animation, storyboards, screenshots, cinematics, title treatments, and interface elements copied or closely adapted from the source.

Audio, software, and production assets

  • Compositions, lyrics, recordings, sound effects, performances, voice lines, and commissioned tracks.
  • Third-party code, fonts, middleware, development tools, libraries, and SDKs, including the license terms attached to each version.
  • Promotional screenshots, trailers, key art, logos, social-media materials, and influencer assets.

People and real-world identity

  • Actors, voice talent, musicians, influencers, athletes, streamers, and other performers.
  • Names, likenesses, voices, signatures, biographies, photographs, and recognizable mannerisms of real people.
  • Any person whose identity could suggest endorsement, sponsorship, or participation.

Record where each asset appears: executable code, downloadable content, updates, menus, store listings, advertisements, trailers, social posts, merchandise, and press materials. An asset that is absent from the game but present in a trailer can still create a claim.

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Verify ownership and chain of title

Finding the apparent owner is not enough. Rights may be divided among an author, publisher, film studio, game publisher, composer, record label, performer, trademark owner, or successor. A production company may control adaptation rights while another party owns music or merchandising rights. Confirm who can actually grant the permissions your project needs.

Search and document ownership

  1. Identify the original creators and companies. Gather copyright notices, publisher information, credits, contracts, and assignment records from the source work.
  2. Check public records where relevant. The U.S. Copyright Office explains that registrations and recorded transfers can be searched. USPTO records help identify federal trademark applications and registrations.
  3. Trace transfers and reservations. Read agreements for retained sequel, remake, game, merchandising, territory, language, or approval rights. A party that owns the film may not own the underlying book character.
  4. Save evidence in a rights file. Keep contracts, contributor agreements, permissions, invoices, asset licenses, attribution requirements, correspondence, search results, and versioned spreadsheets.

For original contributions by your own team, use written agreements that address copyright ownership or assignment, work-made-for-hire language where appropriate, moral-rights waivers to the extent permitted, confidentiality, and permission to modify and distribute the work. Do not assume that paying an artist or programmer automatically transfers every right you need.

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Choose: obtain a license or redesign

For a commercial adaptation, a negotiated license is normally the clearest route. If the rightsholder will not license the property, redesign the project so it no longer depends on protected characters, story expression, branding, or other distinctive assets. “Inspired by” is not a legal category that guarantees safety; the question is what expression and source-identifying material your game actually uses.

Decision factor License Redesign without the third-party property
Rights certainty Defined permission for listed elements and uses, subject to the contract. Can be high if the new work is genuinely original and your contributors’ rights are documented.
Territory and language Must be negotiated; a U.S. grant may not cover other countries or languages. Usually controlled by your own rights, but local laws still apply.
Platforms and media Specify consoles, PC, mobile, cloud, physical editions, streaming, trailers, and stores. You decide where to release, subject to platform and third-party asset licenses.
Sequels, DLC, and updates Need express coverage; an initial game license may not include expansions or follow-ups. Available if your own contracts cover those projects.
Marketing and merchandise Negotiate use of names, logos, screenshots, trailers, advertising, and merchandise separately if necessary. Can be planned around your original brand.
Cost and approvals May involve fees, royalties, minimum guarantees, audits, approvals, credits, and delivery obligations. Avoids a property fee but can require substantial replacement art, writing, audio, and branding work.
Residual risk Depends on scope, warranties, indemnities, third-party claims, and compliance. Remains for any assets that were copied, improperly commissioned, or confusingly branded.

Make the license specific enough to use

WIPO’s Mastering the Game publication describes licensing as the mechanism for authorized use of game-related rights, including a property’s title, logos, story, images, settings, and characters. A short email saying “you can make a game” is rarely enough for a commercial release. Have counsel negotiate a written agreement that matches the actual business plan.

Rights and scope to spell out

  • The exact property and elements covered: names, characters, designs, storylines, settings, images, recordings, logos, and other assets.
  • The right to adapt, reproduce, display, perform, distribute, make available, localize, and create derivative content.
  • Platforms, storefronts, physical formats, cloud services, demos, beta tests, accessibility versions, and future technology.
  • Territory, language, term, release window, renewal rights, and whether the grant is exclusive, nonexclusive, or limited by platform or market.
  • Sequels, prequels, remasters, ports, downloadable content, patches, live-service updates, user-generated content, and crossovers.
  • Advertising, trailers, screenshots, press kits, social posts, influencer campaigns, packaging, merchandise, and use of the property in the studio’s portfolio.
  • Whether you may sublicense to contractors, distributors, localization vendors, platform holders, or service providers.

Business and risk terms

  • Approval procedures, response deadlines, quality standards, censorship or content restrictions, and who pays for revisions.
  • Credits, attribution, notices, style guides, and required placement or wording.
  • Representations and warranties about ownership and authority to grant the rights.
  • Indemnities, liability caps, insurance, audit rights, reporting, royalties, advances, minimum guarantees, and payment schedules.
  • Termination triggers, cure periods, sell-off rights, removal from stores, treatment of existing players, destruction or return of materials, and post-termination use of updates or marketing assets.

Ask specifically whether the licensor controls every asset you plan to use. A property owner may authorize the character but not a separately owned song, celebrity likeness, or third-party logo appearing in an adaptation.

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Understand why fair use is not a clearance shortcut

Section 107 of the 2024 U.S. Code lists four fair-use considerations: the purpose and character of the use, including commerciality and transformative character; the nature of the copyrighted work; the amount and substantiality used; and the effect on the potential market. Fair use is a fact-specific defense, not advance permission.

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The U.S. Copyright Office states that there are no legal rules permitting a specific number of words, musical notes, or percentage of a work. A small excerpt can still be important if it takes the “heart” of the original. Conversely, a larger use may sometimes be defensible in a genuinely transformative context. There is no percentage-safe rule.

Question Why it matters in a game adaptation
Purpose and character A commercial game sold as entertainment generally faces more scrutiny than criticism, commentary, teaching, scholarship, or news. Transformation can help, but adding gameplay does not automatically make a franchise adaptation transformative.
Nature of the source Highly creative novels, films, characters, artwork, and music receive strong protection. Factual material can be treated differently, but copying expressive presentation remains risky.
Amount and substantiality Consider both quantity and qualitative importance. A signature character, chorus, scene, design, or catchphrase may be substantial even when brief.
Market effect A game that substitutes for, expands, or exploits the market for the original or an authorized game adaptation creates a stronger rights-holder argument.

A commercial game that uses recognizable franchise characters, storylines, art, or music to sell an experience competing with authorized products is a high-risk fair-use posture. Criticism, commentary, or parody may improve the argument, but the result still depends on all facts and can require litigation to resolve. Obtain a written legal opinion when relying on fair use, and budget for the possibility of a takedown, injunction, or redesign.

Clear titles, logos, and source-identifying branding

Run a trademark clearance search before committing to a game title, studio name, logo, subtitle, character brand, domain, or marketing tagline. Search the USPTO database and relevant markets for similar marks, then assess whether your game and the other party’s goods or services are related.

USPTO analysis focuses on likely confusion about source or sponsorship. Important evidence includes the similarity of the marks, relatedness of the goods and services, marketing channels, conditions of purchase, and other surrounding facts. A title can create trouble even when no copyright claim succeeds, particularly if its presentation suggests an official sequel, licensed edition, or endorsement.

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Trademark rights can arise through use but are geographically limited. Federal registration can provide broader nationwide protection. Do not treat a domain-name search, social-media availability, or a simple web search as a complete trademark clearance. Preserve search results and have counsel assess conflicts in the countries where you will sell.

Obtain releases for people and performances

Secure written releases or licenses from actors, voice performers, musicians, influencers, athletes, and other recognizable people. Cover the specific uses: game performance, trailers, screenshots, social clips, localization, promotional appearances, and future updates. Define term, territory, media, compensation, approvals, credit, editing, and whether synthetic or modified versions of a performance are permitted.

For real people, check publicity and privacy rules in every launch territory. A person’s name, likeness, voice, or signature can be protected independently of copyright. A license to use a photograph or recording may not authorize the commercial implication that the person endorses your game. Obtain separate trademark or endorsement permissions when needed.

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Run clearance throughout development

Clearance is not a one-time form completed at the end. Use gates that match production milestones.

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  1. Concept gate: freeze the inventory of borrowed elements, identify rightsholders, and decide whether each item will be licensed, replaced, or supported by a documented fair-use analysis.
  2. Prototype gate: confirm that temporary art, placeholder music, fonts, code, and screenshots are not silently carried into the commercial build.
  3. Content lock: match every asset ID in the build to a contract, contributor agreement, public-domain basis, or approved legal memo. Verify attribution and notice obligations.
  4. Marketing lock: clear trailers, screenshots, key art, store descriptions, social posts, influencer materials, press kits, and logos independently from the executable.
  5. Submission gate: review the final build and metadata against platform rules, territory restrictions, ratings disclosures, and license approval requirements.
  6. Post-launch control: maintain a rights calendar for renewals, royalty reports, approvals, takedown contacts, updates, downloadable content, and termination deadlines.

Keep a current rights file with the signed agreements and the exact asset versions they cover. If a contractor replaces a track, redraws a character, or changes a logo after approval, update the file and obtain any required reapproval.

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Prepare for international distribution

U.S. copyright and trademark analysis does not answer every question abroad. Exceptions, moral rights, publicity rights, privacy rules, registration systems, remedies, and platform contracts vary by country. A U.S. fair-use argument may not map to another jurisdiction’s exception. A U.S. trademark clearance may not reveal a conflicting mark in a launch country.

Make the intended territory and language explicit in every license. Before releasing outside the United States, have counsel in the relevant markets review copyright exceptions, trademark conflicts, personality rights, censorship requirements, consumer disclosures, and the enforceability of indemnities and dispute clauses.

What to do if a claim or takedown arrives

  • Preserve the notice, contracts, build hashes, source files, publication dates, and communications. Do not delete evidence.
  • Identify the exact asset and legal theory: copyright, trademark, publicity, privacy, contract, or platform policy.
  • Pause the affected advertisement, build, or storefront listing if continuing distribution could increase exposure.
  • Have counsel compare the claim with your license scope, chain-of-title records, releases, and any fair-use analysis.
  • Do not send an improvised admission or counter-notice. A counter-notice can have legal consequences and should be accurate, supported, and authorized.
  • Prepare practical remedies: remove or replace an asset, disable a region, correct attribution, negotiate a license, or agree on a transition period.

Maintain a current contact for the rightsholder, your lawyer, and each platform’s legal or trust-and-safety channel so a time-sensitive dispute does not reach the team through an unattended inbox.

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Practical decision checklist

  • Have you listed every third-party character, story element, image, recording, code package, font, logo, title, person, and promotional asset?
  • Can you identify the current owner and the documents linking that owner to the rights you need?
  • Does a signed agreement cover adaptation, platforms, territory, language, term, sequel or DLC plans, marketing, sublicensing, credits, approvals, and termination?
  • Are contributor contracts clear about ownership, modification, distribution, confidentiality, and attribution?
  • Have you searched for confusingly similar titles, logos, studio names, and character brands?
  • Does every performer or recognizable person have the necessary release, including publicity and endorsement permissions?
  • If you rely on fair use, have counsel evaluated all four factors and the possibility of an injunction or takedown?
  • Has the final executable, store page, trailer, screenshot set, social campaign, and influencer package passed the same clearance review?
  • Are international territories reviewed by local counsel rather than assumed to follow U.S. rules?

Bottom line

The safest development plan is straightforward: inventory the borrowed material, verify the chain of title, license what you need in writing, redesign what you cannot clear, and review the complete release package before submission. Fair use can be a defense for some criticism, commentary, or parody, but it is not a percentage formula or a substitute for permission in a commercial franchise-style game. The cost of an entertainment or intellectual-property lawyer is usually easier to plan for than an injunction, forced delisting, destroyed inventory, or emergency rework after launch.

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