IP Jiu-jitsu: a self-defence class for developers Vincent Scheurer Sarassin LLP London vincent@sarassin.net © Sarassin LLP 2006
Introduction Speaker Games industry legal consultant based in London Industry experience since 1997
Disclaimer! This is not legal advice
Purpose of this lecture Self defence … … against accidental infringement Four parts: Introduction to IP rights in games Consequences of infringement Common examples in the games industry Practical steps: the moves Questions
So why is this important? Rising costs of development, particularly for next-gen projects Increased stakes mean increased risks Risks are transferred to developers Developers (and their insurers) are keen to mitigate those risks as much as possible
Part 1: IP rights Copyright Trade marks Patents Confidential information Miscellaneous
Copyright Protects creative works Allows the author of a work (such as a computer program) to stop other people from copying or distributing her work to the public
Trade marks Protect brand names and logos (and their associated reputations) Allow the owner of a trade mark (such as a logo or brand name) to stop other people from trading under his trade mark
Patents Protect inventions (such as the electric light bulb) Allow an inventor to monopolise a new invention (such as the electric light bulb) for a limited period of time
Confidential information Protects trade secrets (such as technology processes and customer lists) Allows one person to stop others from using his trade secrets (including ideas) Not strictly an “IP Right”
Miscellaneous Design rights, moral rights, personality rights, publicity rights, privacy rights, authors’ rights, passing off, unfair competition … Different countries, different laws
Part 2: Consequences IP rights are “property” Western society is based on the respect for property: “that sole and despotic dominion which one man claims and exercises over the external things of the world, in total exclusion of the right of any other individual in the universe” (Blackstone, 1763) No defence of accident or good faith
In practical terms: Damages Punitive damages Profits Product recall Landfill in Nevada Criminal liability Seizure of equipment
Part 3: Common examples Former employers Real world Open source Accident Weak content partner
Example 1 Rights belonging to a former employer Usually code Could include confidential information
Example 2 Deliberate (but unauthorised) use of a feature of the real world Buildings Cars or other vehicles Weapons People Advertising hoardings
Example 3 Open source Breach of open source agreement by developer or publisher
Example 4 Accident Trade marks Real names Patents
Example 5 Weak content partner Outsourcing company Middleware
Part 4: The moves Offence Defence
Moves: offence Know the rules, the consequences and the examples Train all staff Staff should have a complete, coherent overview Create internal sign-off system Single, named contact with responsibility for all external content
Moves: offence (continued) Investigate all content providers Credit Internal training and clearance processes Experience Insurance
Moves: offence (continued) Allocate risk properly in all contracts Warranties Indemnities Limitations of liability (including “as is” disclaimers) Applies to: Publishing agreements Middleware agreements Outsourcing / subcontractor agreements
Moves: offence (continued) Search the web Trade mark and registered design databases http://webdb4.patent.gov.uk/tm/text http://www.uspto.gov/ Google Character names Worlds Weapons Gamasutra and other news outlets
Moves: offence (continued) Keep dated records Concepts, design documents, code, assets – everything Contracts
Moves: offence (continued) Sanity check a completed game Separate person Works with publisher’s clearance processes
Moves: offence (continued) Hollywood disclaimer: any similarity between persons living or dead and characters in this game is entirely coincidental Use NDAs to protect your own position Create written policy of all “dos and don’ts” Insure
Moves: defence Take particular care in high risk areas (sports, movies and the real world in general) Don’t copy or use (or come close to copying or using) known logos, people, music or scenarios unless this is formally approved Don’t use a former employer’s code or trade secrets
Moves: defence (continued) Don’t use ideas volunteered by the public Don’t suggest specific sources of inspiration
Moves: defence (continued) Don’t sign onerous third party NDAs unless absolutely necessary Don’t sign submission agreements unless absolutely necessary Don’t use ideas that are the subject of known disputes (e.g. gameplay ideas covered by existing patent litigation)
Principal project stages Project start: identify main risk areas Project duration: apply offence and defence moves Project completion: independent verification Post completion: review the above as part of ordinary post mortem
Principal employment stages Start: communicate rules as part of induction process First six months: IP course Every twelve months: IP refresher Every appraisal: two-way discussion on the application of self defence moves by both the company and the employee
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