Game studios should publish title-specific rules that distinguish ordinary gameplay videos from AI-generated or AI-altered videos using a game’s characters, artwork, dialogue, music, voices, mods, or other assets. Modders should explain what their own licenses cover and direct creators back to the underlying game’s rules. Neither a platform’s AI label nor permission to post gameplay automatically grants permission to use all of the intellectual property in a video.
Start with the rights, not the AI label
A creator may capture gameplay, edit that footage with AI, generate a scene featuring a game character, imitate an in-game voice, or use a mod’s assets as a prompt or training input. Those are different uses of different materials. A clear policy should say which are allowed, restricted, or prohibited rather than treating every video that depicts a game as the same kind of fan content.
There is no universal publisher permission. Ubisoft, Capcom, Minecraft, Larian Studios, Epic Games, Riot Games, Jagex, and Facepunch set different scopes and conditions. Creators need to check the current policy for the specific game and rights holder. A studio’s policy can only cover rights it controls; a game may also contain licensed music, performances, crossover characters, or other third-party material.
Separate gameplay videos from mods and derivative works
Permission to record or monetize gameplay is not a blanket license to create or distribute mods, reproduce game assets, or make other derivative works. Capcom makes this boundary explicit in its Video Policy: it says the policy is not express permission or an official license to create mods or derivative works of Capcom titles or content.
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Mod questions can depend on what material is copied, which rights apply, the game’s EULA, and the jurisdiction. The World Intellectual Property Organization’s discussion of video games and copyright describes these issues in general terms; it does not decide whether a particular mod or video is lawful.
A policy should distinguish at least these cases:
- Capturing and commenting on gameplay.
- Editing captured footage, including AI-assisted editing or alteration.
- Generating new scenes, artwork, dialogue, or voices based on game material.
- Showing a mod in use, which may involve both the game’s rules and the mod creator’s license.
- Creating, distributing, or selling a mod, which is not necessarily covered by video permissions.
Write a policy that answers the creator’s actual questions
Name the title, assets, and rights boundaries
Identify the game and the material covered: gameplay capture, characters, artwork, environments, dialogue, music, sound effects, voice performances, logos, and licensed third-party assets. State exclusions plainly and explain which terms control if a fan-content policy and an EULA differ. Larian Studios’ Fan Content Policy and Facepunch’s Fan Content Guidelines illustrate why ownership boundaries matter: a company’s guidance may not extend to content it does not own.
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Define permitted AI actions
Specify whether creators may use game material as a prompt, training input, reference, source for recreation, or editing input. Distinguish AI-assisted changes to captured footage from fully generated scenes and from attempts to imitate a character’s appearance or voice.
Larian provides a strict, title-specific example: its policy says, “Do not prompt or train generative AI tools using Larian Studios IP or otherwise try to recreate Larian Studios IP with generative AI tools to create Fan Content.” That is Larian’s rule, not an industry-wide standard.
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Address mods and modder-created assets separately
Say whether the studio policy covers a modder’s original work, game IP embedded in a mod, and videos depicting the mod in use. Modders should state what their license allows for their own assets and avoid implying that they can grant rights to the underlying game material. Creators should check both the mod license and the game’s current permissions.
List each monetization route and its limits
Do not reduce monetization to a yes-or-no answer. Address platform advertising, subscriptions, donations, sponsorships, direct sale, and paywalled access separately, and state any conditions such as public access, original commentary, or music restrictions.
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Publisher approaches differ. Ubisoft allows certain partner-program monetization subject to restrictions, including possible claims involving copyrighted music. Capcom permits specified advertising and voluntary contributions for publicly accessible videos while restricting paid access to certain game content. Minecraft’s rules tie ad revenue to original content and commentary. These examples do not create a permission that applies to another publisher’s game.
Set attribution and endorsement boundaries
Tell creators whether a disclaimer is required, how they may use game marks, and how to make clear that a video is unofficial. Epic Games’ Fan Art Policy prohibits fan content that could lead viewers to believe it is official. Larian also requires clarity that fan content is not commissioned, sponsored, or endorsed.
Explain third-party material and music
State that permission covers only rights the studio controls. Identify separately licensed music, voices, performances, or crossover material and, where possible, explain how creators can check or obtain permission. Ubisoft warns that copyrighted music may trigger a claim even when a video otherwise qualifies for monetization under its policy.
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Keep rules findable and current
Publish a version date, name the games covered, provide a contact or notice route, and explain what may happen when a video violates the rules. This is useful policy practice rather than a template required by the cited policies. Where the policy and game terms differ, point creators to the controlling terms.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Platform disclosure does not grant game-IP permission
YouTube requires creators to disclose realistic AI-generated or meaningfully AI-altered content, with examples that include realistic generated scenes and AI-generated music. Its altered or synthetic content guidance also says, “Disclosing AI content won’t limit a video’s audience or impact its eligibility to earn money.” That disclosure addresses YouTube’s labeling process; it does not authorize use of a game’s characters, footage, music, or other protected material.
YouTube’s monetization guidance for video game and software content and its separate channel monetization policies should be considered alongside the publisher’s rules. A video can meet a platform disclosure requirement and still fall outside a rights holder’s permission, or meet a publisher’s fan-content conditions but fail a platform’s separate monetization rules.
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- Identify the game, rights holder, and any mod involved; check current policies and the applicable EULA.
- List what the video uses: captured gameplay, generated assets, characters, music, voice performances, logos, or third-party content.
- Check whether the policy addresses the specific AI action—prompting, training, recreation, voice imitation, or editing—and not only ordinary gameplay capture.
- Confirm the intended revenue method is permitted, including whether public access, original commentary, or other conditions apply.
- Review any mod license independently and do not assume the game’s video policy grants mod-making or distribution rights.
- Follow the platform’s AI disclosure process when the content meets its criteria, and label the work as unofficial if required by the rights holder.
Examples show why one rule cannot fit every game
The examples below illustrate different policy choices, not interchangeable permissions. Consult each linked policy for its current scope and conditions.
Quick Recap
| Rights holder or platform | What its published guidance illustrates |
|---|---|
| Ubisoft | Certain partner-program monetization is allowed subject to restrictions, including music claims; simple duplication of official trailers, ads, and non-dynamic footage is rejected. Ubisoft Video Policy. |
| Capcom | Specified commentary and certain platform monetization are allowed; the policy does not authorize mods or derivative works. Capcom Video Policy. |
| Minecraft | Some monetized gameplay videos are permitted when they include original content and commentary; rules for distributing mods are addressed separately. Minecraft Usage Guidelines. |
| Larian Studios | Its fan-content policy bars prompting or training generative AI tools with Larian IP or trying to recreate that IP with generative AI for fan content, and also addresses third-party rights and monetization. Larian Fan Content Policy. |
| Facepunch | Its guidelines cover only company-owned IP and do not grant permission over third-party IP included in games. Facepunch Fan Content Guidelines. |
| Epic Games | Fan content must not suggest that it is an official production. Epic Fan Art Policy. |
| Riot Games | Its policy describes limited noncommercial community use, with specified exceptions that include passive ad revenue for some content. Riot Games Legal Jibber Jabber. |
| Jagex | Its rules separate fan-content categories and restrict certain music monetization without a formal license. Jagex Fan Content Policy. |
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