Indie Zone Workshops 2026 powered by Rymarz Zdort Maruta

Take part in workshops for Indie Zone participants

Game Over? Not Necessarily: How to Manage Legal Disputes in Gamedev, presenter: Aleksandra Modzelewska

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Disputes in the gaming industry do not always have to lead to a sense of helplessness – provided you know how to manage them. In this three-hour interactive workshop, you will analyse real-world conflict scenarios from the GameDev industry and discover the most common mistakes made by entities that have been defrauded. You will learn that not every situation is a lost cause and that there are tools which, in cooperation with a lawyer, can completely turn a case around. The key is knowing when not to give up and how to maximise available options. You will leave with the conviction that, with the right approach, “Game Over” is not the only option. Target audience: developers (small and large-scale), publishers, and other gamedev organisations.

Part 1: Introduction (5 mins)

Part 2: Interactive Session (115 mins)

o    Participants will be divided into 3 groups (names inspired by the Digital Dragons Conference).

o    Each group will rotate through different roles across three scenarios. Scenarios are industry-specific and designed so that the “fairness” assessment may differ from the legal assessment.

o    Roles: (1) Party A in the dispute, (2) Party B in the dispute, (3) Party C as the “Community”.

o    Groups receive a short case study and have 10 minutes to prepare. Parties A and B prepare logical, business, ethical, and legal arguments. Party C prepares two questions regarding the facts or arguments.

o    Parties A and B present their arguments (to be displayed on a projector). Party C asks questions (15 mins segment).

o    Party C evaluates who is right and why. Votes are collected to declare a “winner” (approx. 5 mins).

o    Legal Analysis: Presentation of the legal assessment, comparison with the Community’s verdict, discussion of legal tools and key moments where early legal intervention could have changed the outcome (approx. 5 mins).

Part 3: Summary (30 mins)

o    Discussion of key takeaways. Identifying when not to surrender and how legal tools can reverse a situation. Emphasis on the importance of early legal involvement.

Through rotation, each group will experience all three perspectives, allowing participants to understand that in disputes there is rarely a clear black and white side. Furthermore, confronting their assessments with legal provisions will show that intuition and a sense of justice do not always align with how a case would appear before a court or in formal proceedings. This aims to demonstrate that one should not give up simply because it “seems” as though they are in the wrong, as available legal tools can completely change the assessment of the situation.

 

 

Cross-licensing Multiverse of Madness: Mastering Video Game Creation and Commercialization, presenter: Michał Matysiak

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There are three certainties in life: death, taxes, and the fact that you cannot escape cross-licensing when creating and commercializing a game. This involves the exchange and merging of Intellectual Property (IP) regarding engines, tech, assets, brands, and content. Reaching a game’s release is just the beginning; a new IP opens doors for further commercialization where merchandising is just the tip of the iceberg.

During the workshops, we will briefly discuss contract models (mutual licences, sub-licences, barter of rights, revenue share), key clauses, and typical risks: the scope of fields of exploitation, territories, platforms, modifications, rights to sequels/DLC, user-generated content, and third-party IP integrations. Participants will practise on practical examples how to negotiate terms, secure the chain of title, and avoid conflicts with open-source licences and marketplace obligations, as well as how to properly plan a licensing strategy for their IP to avoid limiting their room for manoeuvre.

The workshops are aimed at producers, business development and finance professionals, in-house lawyers, as well as PMs and technical leads who wish to organise their knowledge of cross-licensing and learn practical tips on how to better and faster regulate cooperation with third parties in this regard and minimise project-related IP risks.

 

After the workshop, participants will:

  • Understand the business logic behind cross-licensing.
  • Be able to map what they are licensing (IP, tech, data, etc.).
  • Identify key contract elements and common traps.
  • Know how to prepare a Term Sheet and navigate negotiations.

 

Workshop Structure:

 

Part 1: Introduction (10 mins)

The purpose of this part is to establish the participants’ level of understanding of the issues and to introduce them to the workshop.

Following a very brief welcome, a quick show-of-hands survey: “who has done a deal with a publisher / co-dev / outsourcing / marketplace / film studios etc.”. A short presentation of key concepts and differences: cross-licence vs sub-licence vs “asset swap” vs co-ownership.

Mini-exercise (2 mins within this part): everyone reflects on examples of cross-licensing, e.g. one situation from their work.

 

Part 2: Theory in a Nutshell – The 6 Pillars of Cross-Licensing (20-30 mins)

The purpose of this part is to provide participants with a “framework” that they will then apply in practice (no theory, only what is important from a negotiation perspective).

Example scope:

Subject of the licence: what exactly? (source code, binaries, 2D/3D assets, animations, audio, tools, trademarks, lore/characters, documentation, data/analytics).

  • Fields of exploitation / scope: platforms, territories, channels (Steam/console/mobile), use-case (game, marketing, merch, trailer).
  • Duration and persistence: term, revocation of licence, “survival” after termination, versions/updates.
  • Exclusivity / competition: exclusive/non-exclusive, carve-outs, “most-favoured”, restrictions regarding genre/region.
  • Remuneration and economics: royalty, revenue share, barter (mutual licences), minimum guarantees, porting/QA costs, settlements and audit.
  • Risks and safeguards: warranties (IP ownership, non-infringement), indemnity, limits of liability, takedown procedure, confidentiality, security.

 

Examples from game dev: short cases of “why it hurts” (e.g. use of assets in marketing without the right to modify; blockade on a sequel/DLC; lack of sub-licences for a porting house; granting an excessive scope of rights to third parties).

 

Part 3: Interactive Session (120 mins)

Exercise 1: IP Mapping and “what we are actually giving / taking” (25 mins)

Format: work in pairs or threes, using a prepared “IP map” sheet.

Task – participants choose a scenario (A/B/C) and fill in the table:

  • What are we bringing in? (assets/tech/brand/know-how)?
  • What do we need from the other party?
  • What is third-party? (Unity/Unreal, marketplace, open-source, stock audio)?
  • What could block the licence? (lack of commercial use rights, no right to modify, prohibition of sub-licensing)

Scenarios to choose from:

  • A: Co-dev: Studio A has an engine plugin and toolchain; Studio B has an animation pipeline + asset pack.
  • B: Crossover IP: a joint event in two games; mutual use of characters and logos.
  • C: Port + marketing: a partner ports the game to a console and runs a campaign with trailers and influencers.

Output: A one-page “Licence In / Licence Out” map.

Exercise 2: Cross-license Term Sheet (45 mins)

The goal is to learn how to write down the deal assumptions so that a lawyer does not have to “guess” later.

Format: the same groups; they receive a term sheet template (points to be completed).

Term sheet – sections to be completed:

  • Parties and definitions: (what constitutes “Assets”, “Game”, “Derivative Works”).
  • Licence scope: (platforms, territories, channels, media).
  • Rights to modify and create derivative works.
  • Sub-licensing: (porting house, QA, platform holders, marketing agencies).
  • Attribution / credits / brand guidelines.
  • UGC and moderation: (if applicable).
  • Remuneration: barter vs royalty; settlement model; minimum threshold; audit.
  • Terms: commencement, duration, termination, “survival”.
  • Warranties/indemnity; limits of liability.
  • “Carve-outs” and non-compete clauses: (what is permitted outside of the deal).

Output: A completed term sheet (1–2 pages).

Exercise 3: Role-play Negotiations (35 mins)

The aim of the exercise is to feel the dynamic and learn “business-legal” argumentation without using legalese.

Format: role-play; one group = Studio A, the other = Studio B, the presenter as “mediator”/publisher. 

Instructions:

  • 10 mins preparation: each team receives “secret objectives” (e.g. A wants console exclusivity, B wants the right to use in marketing and merch).
  • 15 mins negotiation: reaching a “deal-ready” version.
  • 10 mins summary: what was a “must-have”, what was a “nice-to-have”, and where the risks were overlooked.

Negotiation checklist:

  • What is a “deal-breaker”?
  • What are the alternatives (BATNA)?
  • How to define “derivative” and “marketing use” so as not to block the roadmap etc.?

 

Part 4: Summary

The goal is to consolidate the findings and provide ready-to-use tools.

Discussion of the 5 most common mistakes, e.g.:

  • lack of sub-licensing rights (subcontractors/porting),
  • marketing “in the bundle” without clear rules (modifications, brand safety),
  • overly broad derivatives (who is allowed to create “something similar”),
  • lack of rules following contract termination (what remains, what disappears),
  • third-party/IP compliance (marketplace/open-source).

“When to call a lawyer” – clear risk thresholds (e.g. exclusive + high revenue + key IP).

Handouts: term sheet template + IP map + negotiation checklist (optional).