Licensing of Indie Games

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I can sell games made in Blender without worrying about licenses?

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It depends on what you call "a game made in Blender". Generally speaking, dice produced/processed by a program have no relation to its code. If you write a text in Word, for example, the copyright does not go to Microsoft... So if you use Blender to create templates, animations, etc, and use this in your game, then there’s no need to worry about licenses.

(From Blender’s point of view, of course - if you use other people’s models as a basis for your own, it characterizes a "derivative work", or perhaps "copy". In this case, you may need to negotiate a license with the author(s) (s) of the model used.)

Now, when you talk about a game, there’s code involved in the middle, so it gets more complicated. In the case of Blender, it features a built-in game engine. This means that you can create a full game simply through scripts, using this engine as "the program" (there is even an option to compile for an executable). In this case, there may be restrictions on how you market your game. For example, as Blender is free software, like copyleft (GNU GPL), this means that by redistributing it you must do it in terms that the person who receives has the same freedoms as you (get the source code, modify it at will, redistribute to whoever you want).

As a game made in this way (Blender engine script) includes much of the Blender code, so it cannot be said that it is yours - but a work derived from Blender itself. The form of licensing in this case is complex, so I would suggest consulting a lawyer.

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When you produce models, animations, physical simulations in an open program like Blender, you will be able to export in format more used as FBX. According to the license, you can not market a file that contains Blender format otherwise you need to review the license concept, Blender is open and free software in the term of use, can not use Blender as software to be marketed and sold, this can take advantage of Blender being free software to all users. However, when importing FBX to Unity you can configure with all C# and Javascript scripts and in the UI, you will have templates, animations, everything that was created from you, in case you do not find the textures from FBX, is just picking up the textures and dragging to the folder you have on Asset and integrating it into the material that is bound to the template object. I hope I’ve helped.

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