The Concept is simple, The user can load .mp3 files from a folder into the game at runtime. After loading, the user can animate the lights in the game based on the music. Once done, The user can play the music while playing the game during online multiplayer too. If the user hosts a server, he/she can play the loaded audio files from his/her computer, if the user is a client then there is an option to send the user's audio files and lighting animation to the host So the host can play them. Everyone the on the server will be able to hear the music.
So, my question is, If the user places .mp3 of a song by an Artist which I don't have license to(because I can't tell what the user will put in the folder) and then plays the music during online multiplayer, Will it be a copyright infringment? Can I get sued for licensing issues? Even if I didn't provide those music files with the game? I need to decide whether to put this feature in the game or not.
Thanks for your help.
By Tom Sloper
thordsenlawoffices.com 714-662-4990 firstname.lastname@example.org
By Rafael Smeers
Nice to meet you!
First of all, it is a pleasure to be around and thank you for the available help!
Basically, I am working on a new project and I would like to share some concept arts on my Twitter. The point is I am quite confused as to what I need to do to protect the general game idea, assets, and my company logo from being stolen/used unproperly by other people.
I will definitely make great use of such information!
Terry Nagy of Apogee Software discusses lessons learned in operations, legal, business development.
By get the f***ing pillow man
HEY GUYS! i'm working on a game based on Adventure Time(cartoon show) but recently found out that i need rights to do it. Well, worked pretty much on the sprites, animations backgrounds and all stuff so it'll be just a lot of time spent for nothing.
And I don't want to give up on the game, I'd really love to finish it and publish for some platforms.
So may someone help me, what do I gotta do for those rights? How do I publish it legally without breaking any kind of law. Who I need to contact?
I've read that it's a bad idea to use brand names in a game.
My game character says "I like the movie Idiocrazy."
Is this already illegal? or sue-able?
I'm a developer part of a small team designing a sandbox MMO. It's just a collaborative team (all in the US), meaning that all members just contribute their free time to advance the project.
Well, a programmer booted from another (very similar) MMO sandbox project wanted to help out with our own, even after knowing our project was collaborative (I'll call him Bob). According to our current programmer (I'll call him John), Bob has very advanced skills in multiple syntax, and Bob's supposedly-self-made script packages & suggested tweaks to John's existing code have really helped John advance the sandbox mechanics.
From what the team understands, Bob was rumored to steal code from the other project, after calling the project's other programmer out for being unskilled, and in turn that programmer (who was favorited by the project manager) turned the team against him in the most political fashion.
Even though the team was nervous on recruiting Bob, Bob was very pushy about obtaining a programmer role. For now, we've added Bob to the Unity collab to access the project. The project has a git repository setup which keeps all added code intact and secure.
I'm just a 3D modeler/sound designer, so while I cannot elaborate on the project's coding specifics, I do know potential implications something like this could cause. Bob's existing script packages could be copyrighted, from what I understand. Also, I felt suspicious when Bob wanted to jump into our project so quickly. If it makes any difference in the legal sense, Bob lives in the UK. What would you recommend would be the best approach to this situation?
To sell a C++ game library/framework/engine, does it usually have to be open-sourced? For a C++ template class (real template), it is quite hard not to be open-sourced, correct? If it is open-sourced, how to protect the copyright? How to enforce people to just use it, but not copy? ... I think it is practically very hard, because people can see the source code, and "rewrite" it. Does a shop like Unity's asset store make thing safer? If so, how? Arrogant assumption :-
The game library/framework/engine is high-quality, well-documented, and it would be marvellously sell well. Besides some free libraries like Bullet and Ogre, it is developed all by myself. The library/framework/engine is not bound to any legal obligation (e.g. the most restriction is MIT). I have these questions after reading a news :-
Muhagames develop a game named Thea Awakening (C#). The company use its own Honey Hex Framework (C#) as a library to develop the game. The company sell Honey Hex Framework via Unity's asset store to boost its financial position. There are also others old examples e.g. Unity itself or Unreal, which is now open-source ... How do they protect it?
Actually, I don't plan to sell any library. I am just curious.
I have several Unity Assets I'm planning to publish through my current employer to the Unity Asset Store. But I'm worried about legal protection. I'm not really sure how to protect myself or my company from potential law suits. Not that I'm expecting them.
It seems like I need to hire a lawyer to draft a EULA, but I'm wondering if there is some standard EULA that basically says use at your own risk. Or if there is an article that talks clearly to this topic.
The products will be 100% self developed code, and self developed models, no fan art With Source Code included