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Game Asset Licenses Explained ​

Everything you need to know about asset licenses so you can confidently use free and paid assets in your games without legal trouble.

Why Licenses Matter ​

Every creative work - 3D models, textures, sounds, music - is protected by copyright. The creator owns it by default. A license is the creator's permission for you to use their work under specific terms.

Using assets without understanding their license can lead to:

  • DMCA takedowns of your game
  • Legal action from copyright holders
  • Forced removal from app stores
  • Financial damages

The good news: Most game assets have clear, permissive licenses. You just need to understand what they allow.


License Quick Reference ​

LicenseCommercial UseAttributionModifyShare AlikeProviders
CC0✅ Yes❌ No✅ Yes❌ NoPoly Haven, Kenney, Quaternius, AmbientCG
CC-BY✅ Yes✅ Required✅ Yes❌ NoSketchfab, OpenGameArt, Freesound
CC-BY-SA✅ Yes✅ Required✅ Yes✅ RequiredOpenGameArt, some Freesound
CC-BY-NC❌ No✅ Required✅ Yes❌ NoSome Sketchfab, itch.io
CC-BY-NC-SA❌ No✅ Required✅ Yes✅ RequiredVarious
Royalty-Free✅ Yes❌ Usually no✅ Yes❌ NoSynty, CGTrader, TurboSquid
Editorial Only❌ No*Varies⚠️ Limited❌ NoTurboSquid (some)
MIT✅ Yes✅ Required✅ Yes❌ NoThree.js, pmndrs
GPL✅ Yes✅ Required✅ Yes✅ RequiredSome OpenGameArt

Creative Commons Licenses ​

Creative Commons (CC) licenses are the most common for free game assets. They're standardized, internationally recognized, and easy to understand.

CC0 - Public Domain Dedication ​

The most permissive license. Treat it as if no copyright exists.

What You Can Do
Use commercially✅
Use in closed-source games✅
Modify, remix, transform✅
Distribute and share✅
Use without credit✅
Claim as your own work⚠️ Legally yes, ethically questionable

In plain English: Do whatever you want. No restrictions. No attribution required.

Providers using CC0:

  • Poly Haven (all assets)
  • Kenney (all assets)
  • Quaternius (all assets)
  • AmbientCG (all assets)
  • Some OpenGameArt, Freesound, Sketchfab

Example use: Download a spaceship from Kenney, modify it, sell your game for $20, never mention Kenney anywhere. Perfectly legal.

Why creators choose CC0: To maximize adoption. Many creators want their work used widely and don't care about attribution.


CC-BY - Attribution ​

Use freely, but you must give credit.

What You Can Do
Use commercially✅
Use in closed-source games✅
Modify, remix, transform✅
Distribute and share✅
Use without credit❌ Must attribute

Attribution requirements:

  1. Name the creator
  2. Provide the license name (CC-BY 4.0)
  3. Link to the license (if reasonable)
  4. Indicate if changes were made

In plain English: Use it however you want, but give credit to the creator.

Where to put attribution:

  • Credits screen in your game
  • README or CREDITS.txt file
  • About/Legal section
  • Game's website

Example attribution:

"Spaceship Model" by John Artist
Licensed under CC-BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
Modified: Adjusted scale and added emission texture

Providers using CC-BY:

  • Many Sketchfab models
  • Many OpenGameArt assets
  • Some Freesound audio
  • BlendSwap

CC-BY-SA - Attribution ShareAlike ​

Use freely with credit, but derivatives must use the same license.

What You Can Do
Use commercially✅
Use in closed-source games✅ (the game itself)
Modify, remix, transform✅
Distribute and share✅
Use without credit❌ Must attribute
Keep derivatives proprietary❌ Must use same license

The "ShareAlike" catch: If you modify the asset and distribute the modified version, it must also be CC-BY-SA.

Important clarification for games:

  • Your game code does NOT need to be open source
  • Your game can be commercial and closed-source
  • Only the asset itself (and derivatives of it) must remain CC-BY-SA
  • If someone extracts the asset from your game, they can use it under CC-BY-SA

In plain English: Credit the creator. If you share a modified version of the asset, it stays CC-BY-SA.

When to be careful:

  • If you're creating an asset pack or template
  • If you're redistributing assets in a toolkit
  • If your game allows users to extract raw assets

CC-BY-NC - Attribution NonCommercial ​

Free to use with credit, but NOT for commercial purposes.

What You Can Do
Use commercially❌ No
Use in closed-source games✅ (if game is free)
Modify, remix, transform✅
Distribute and share✅ (non-commercially)
Use without credit❌ Must attribute

What counts as "commercial"?

  • ❌ Selling the game
  • ❌ In-app purchases
  • ❌ Ads in the game
  • ❌ Patreon-funded game development
  • ⚠️ Free game by a company (gray area)
  • ✅ Purely free hobby project with no monetization

In plain English: Only use in completely free, non-monetized projects.

Recommendation: Avoid NC-licensed assets for any project that might generate revenue. The definition of "commercial" is broad and contested.


CC-BY-NC-SA - Attribution NonCommercial ShareAlike ​

The most restrictive Creative Commons license.

What You Can Do
Use commercially❌ No
Use in closed-source games✅ (if game is free)
Modify, remix, transform✅
Distribute and share✅ (non-commercially)
Use without credit❌ Must attribute
Keep derivatives proprietary❌ Must use same license

In plain English: Non-commercial only, must credit, and any derivatives must also be NC-SA.

Recommendation: Generally avoid for game development unless you're certain your project will never be monetized in any way.


Royalty-Free Licenses ​

"Royalty-Free" is a commercial licensing model, NOT a Creative Commons variant.

What "Royalty-Free" Actually Means ​

Royalty-Free ≠ Free

"Royalty-Free" means:

  • You pay once (or get it free during a promotion)
  • You can use it unlimited times
  • You don't pay per-use royalties

Compare to "Rights-Managed" (the alternative):

  • Pay per specific use
  • Limited to certain media, territories, time periods
  • More expensive, more restrictive

Standard Royalty-Free Terms ​

Most marketplaces (Synty, CGTrader, TurboSquid) use similar terms:

What You Can Do
Use commercially in games✅ Yes
Use in multiple projects✅ Yes (often unlimited)
Modify and adapt✅ Yes
Credit the creator❌ Usually not required
Resell the raw asset file❌ No
Let users extract the asset❌ No
Transfer license to others❌ No

Key restrictions:

  1. No redistribution - Can't give away or sell the asset files
  2. No extraction - Must be "incorporated" so users can't easily extract it
  3. One licensee - The license is for you/your team, not transferable

In plain English: Use it in your games, but don't let others get the raw files.

Synty Studios License ​

Synty POLYGON packs have specific terms:

  • ✅ Use in unlimited commercial projects
  • ✅ Modify assets freely
  • ✅ 5 seats (team members) per purchase
  • ❌ Cannot resell or redistribute assets
  • ❌ Cannot use in asset flipping (minimal changes then resell)
  • ❌ Cannot use in logo/trademark

CGTrader Royalty-Free License ​

  • ✅ Commercial use in games, films, VR/AR
  • ✅ Modify and adapt
  • ❌ Cannot sell or give away the model file
  • ❌ Cannot allow users to extract the model
  • ⚠️ Some models marked "No AI" - can't use for ML training

TurboSquid 3D Model License ​

  • ✅ Commercial use (unless marked "Editorial")
  • ✅ Modify and adapt
  • ✅ Up to 5 physical prints for personal/charitable use
  • ❌ Cannot redistribute model files
  • ❌ Cannot use in logo/trademark
  • ⚠️ Check for "Editorial Only" label
  • ⚠️ Check for Depicted IP (brand logos)

Editorial Use Only ​

Some assets are marked "Editorial Use Only" - this is important to understand.

What It Means ​

"Editorial" use includes:

  • News reporting
  • Educational content
  • Documentary
  • Commentary and criticism

NOT editorial:

  • Commercial games
  • Advertising
  • Marketing materials
  • Products for sale

Why Assets Get This Label ​

Usually because they contain:

  • Trademarks - Brand logos (Nike, Apple, etc.)
  • Likenesses - Real people's faces
  • Copyrighted designs - Car designs, product designs
  • Intellectual property - Characters, recognizable items

Example ​

A 3D model of a Ferrari might be "Editorial Only" because:

  • Ferrari's design is protected
  • Using it in a game could imply endorsement
  • Commercial use requires Ferrari's permission

Recommendation: Avoid "Editorial Only" assets entirely for game development. Use original or properly licensed alternatives.


Software Licenses (MIT, GPL, Apache) ​

These primarily apply to code but sometimes cover assets too.

MIT License ​

Very permissive. Common for code and code-adjacent assets.

What You Can Do
Use commercially✅ Yes
Modify✅ Yes
Distribute✅ Yes
Keep proprietary✅ Yes
Attribution✅ Required (in license file)

Attribution requirement: Include the original license text somewhere in your project (usually in a LICENSES file or about screen).

Example MIT notice:

The MIT License (MIT)
Copyright (c) 2024 Original Author

Permission is hereby granted, free of charge, to any person obtaining a copy...

Assets using MIT:

  • Three.js examples
  • pmndrs/vanilla effects
  • Many npm packages with assets

GPL (GNU General Public License) ​

Copyleft license. Derivatives must also be GPL.

What You Can Do
Use commercially✅ Yes
Modify✅ Yes
Distribute✅ Yes
Keep proprietary❌ No (if distributing)
Attribution✅ Required

The catch: If you distribute GPL-licensed work (or derivatives), you must:

  • Make source available
  • License it under GPL
  • Include the full GPL license text

For games: Using GPL assets in a distributed game is complex. The game itself may need to be GPL. Consult a lawyer if unsure.

Recommendation: Avoid GPL-licensed assets for commercial games unless you fully understand the implications.


Practical Guidelines ​

  1. CC0 - No restrictions, no worries
  2. MIT - Include license text, you're good
  3. Royalty-Free - Standard commercial terms, read the specific license
  4. CC-BY - Must attribute, but otherwise free
  5. CC-BY-SA - Attribution + ShareAlike, fine for most games
  6. CC-BY-NC - Only if your project is 100% non-commercial
  7. GPL - Avoid unless you want your game to be open source
  8. Editorial Only - Never use in games

Building a Credits System ​

Even for CC0 assets, maintaining credits is good practice:

1. Create a CREDITS.md file:

markdown
# Asset Credits

## 3D Models
- Spaceship: Kenney (https://kenney.nl) - CC0
- Tree Pack: Quaternius (https://quaternius.com) - CC0
- Robot Character: "RoboHelper" by @artist123 on Sketchfab - CC-BY 4.0
  Modified: Reduced polygon count, changed colors

## Textures
- Wood Floor: Poly Haven (https://polyhaven.com/a/wood_floor_01) - CC0
- Metal Panel: AmbientCG - CC0

## Audio
- Laser Sound: "pew_laser" by sounduser on Freesound - CC-BY 3.0
- Background Music: Composed by [Your Name] - All Rights Reserved

## Code/Shaders
- Soft Shadows: pmndrs/vanilla - MIT License
- Post-processing: Three.js Examples - MIT License

2. Add an in-game credits screen:

CREDITS

Models & Textures
- Poly Haven (polyhaven.com)
- Kenney (kenney.nl)
- Quaternius (quaternius.com)

Audio
- Freesound contributors (see CREDITS.txt)

Special Thanks
- Three.js team
- Open source community

Handling Mixed Licenses ​

When your project uses assets with different licenses:

  1. Track everything - Maintain a spreadsheet or document
  2. Use the most restrictive attribution - If any asset needs credit, have a credits section
  3. Separate concerns - Keep NC assets out of commercial projects
  4. When in doubt, replace - Swap questionable assets for clearly licensed ones

Red Flags to Watch For ​

⚠️ Be cautious when:

  • License isn't clearly stated
  • Asset looks too professional to be free (might be pirated)
  • Asset is a recognizable character/brand
  • Site looks sketchy or unofficial
  • Terms say "personal use only"
  • Asset is ripped from a game

✅ Trust indicators:

  • Established platforms (Poly Haven, Kenney, Sketchfab)
  • Clear license on download page
  • Creator has a portfolio/history
  • Asset is original work, not a copy

License Compatibility ​

Not all licenses can be combined. Here's what works together:

Combining Assets in One Project ​

License A+License B=Result
CC0+Anything=✅ Fine
CC-BY+CC-BY=✅ Credit both
CC-BY+CC-BY-SA=✅ Credit both, SA applies to that asset
CC-BY+CC-BY-NC=⚠️ Project becomes NC
CC-BY-SA+CC-BY-NC-SA=⚠️ Incompatible for derivatives
MIT+CC-BY=✅ Include MIT license, credit CC-BY
GPL+Proprietary=❌ Problematic

Key Rule ​

When combining licenses, the most restrictive terms apply to the final work.


Frequently Asked Questions ​

Can I use CC-BY assets in a commercial game? ​

Yes. CC-BY allows commercial use. Just include attribution.

Do I need to open-source my game if I use CC-BY-SA assets? ​

No. Your game code can be proprietary. Only the asset (and modifications to it) must remain CC-BY-SA if distributed separately.

What if I modified a CC-BY asset beyond recognition? ​

Still attribute. If you started with someone's work, you should credit them regardless of how much you changed it. It's both legally safer and ethically right.

Can I use Freesound audio in a commercial game? ​

Depends on the specific sound. Each sound on Freesound has its own license. Filter by CC0 for worry-free use, or CC-BY if you can attribute.

Is a free game with ads "commercial"? ​

Yes. Any monetization (ads, IAP, donations, Patreon) generally counts as commercial. Avoid NC-licensed assets.

Can I use CC0 assets and then sell them? ​

Technically yes, but... You can include CC0 assets in a product you sell. You cannot claim you created them if asked. Reselling unchanged CC0 assets is legal but ethically questionable.

What about AI-generated assets? ​

Complicated. Current legal consensus is unclear. Some considerations:

  • AI-generated images may not be copyrightable (no human author)
  • Training data licensing is legally contested
  • Some marketplaces (CGTrader) have "No AI" restrictions
  • When in doubt, use human-created assets with clear licenses

Do I need a lawyer? ​

For most indie games, no. If you stick to CC0, MIT, and standard Royalty-Free licenses from reputable sources, you're fine.

Consider legal advice if:

  • Your game has significant revenue potential
  • You're using GPL-licensed assets
  • You're unsure about a specific license
  • You're creating an asset marketplace

Attribution Templates ​

Copy and customize these for your projects.

Simple Credits File ​

ASSET CREDITS

This game uses assets from the following sources:

3D Models
- Kenney.nl (CC0) - https://kenney.nl
- Quaternius (CC0) - https://quaternius.com

Textures  
- Poly Haven (CC0) - https://polyhaven.com
- AmbientCG (CC0) - https://ambientcg.com

Audio
- Freesound.org (various CC licenses)
  - "explosion.wav" by user123 (CC-BY 3.0)
  - "footstep.wav" by user456 (CC0)

Thank you to all creators who share their work!

Detailed Attribution (CC-BY) ​

"Asset Name" by Creator Name
Source: https://example.com/asset-url
License: Creative Commons Attribution 4.0 International (CC-BY 4.0)
License URL: https://creativecommons.org/licenses/by/4.0/
Modifications: [Describe any changes made, or "None"]

MIT License Inclusion ​

This software includes code/assets licensed under the MIT License:

---
[Original copyright and license text]
---

Summary ​

If You Want...Use These Licenses
No restrictions at allCC0
Commercial use, minimal hassleCC0, Royalty-Free, MIT
Commercial use, willing to creditCC-BY
Free hobby project onlyAny except Editorial
Maximum legal safetyCC0 from reputable sources

Golden rules:

  1. When in doubt, use CC0
  2. Always check the license before downloading
  3. Keep records of where assets came from
  4. Include a credits file even if not required
  5. Replace questionable assets rather than risk issues

Resources ​