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How content is licensed between studios

Licensing in iGaming is not just about media IP. Studios regularly exchange games, mechanics, code, art, sound, and also use publishing programs (publisher/Powered-By) and aggregators. Below is how rights, money, processes and risks work when content "travels" between studios.


1) What exactly is licensed: "baskets of rights"

1. Ready Games (RNG/Live Modules)

the right to distribute/publish the game under your or the original label; right to localization and market builds.

2. Mechanics/technology license for game mechanics (example: "licensed" line/coil schemes), mathematical profiles, SDK/engines, RGS components.

3. Derivative assets of art/animation/icons, fonts, GUI, sounds/music (publishing vs master), trailers/key visuals.

4. Client code and tools (HTML5/Unity), server (RGS/Wallet), assembly pipelines, test frameworks.

5. Marketing materials banner whales, gameplay, brand guide, tournament presets.

💡 The scope, territories, term, exclusivity, sublicense, right to modification/localization, compliance obligations are fixed in the contract.

2) Basic models of cooperation

Publishing / Powered-By

The publisher (studio/aggregator) accepts the game, makes distribution/marketing/serts; the developer receives MG + royalties.

Co-development

Two studios share production: one is mathematics/client, the other is art/server/serts. Rights and income - in shares.

White-label / Reskin

"Repainting" of the finished game for the partner's brand; usually without changing mathematics.

Mechanics licensing

Licensing of specific mechanics + brand markers ("Powered by ").

Work-for-hire / Buy-out

Full IP buyback or exclusive for a certain period/territory (more expensive, control higher).


3) Economic models: how they pay

1. MG (Minimum Guarantee) - fixed minimum, in advance/stages.

2. Royalties:
  • NetWin-based:% of NetWin (GGR − taxes/PSP/jackpots/bonus-cost).
  • Turnover/per-spin:% of turnover or fix for "optional spin."
  • Hybrid: per-spin to start + NetWin after the threshold.
  • 3. Buy-out - one-time purchase of rights (with/without deferred royalties).
  • 4. SaaS/Platform fee - payment for RGS/SDK, promo modules, reporting.

What exactly is deducted from NetWin is directly described in the waterfall of deductions.

Calculation period: usually month/quarter. Reports: crude event feed + vaults (see § 7).


4) Territories, terms, exclusivity

Territories: global/clusters (EU/UK/NA/APAC )/according to the list of countries.

Term: 12-36 months + option to extend/redeem.

Exclusivity: full, genre, platform, "early window."

Sublicensing: permitted/prohibited; clause about aggregators.

The golden rule: if you give an exclusive, lay MG higher and strict distribution/feature KPIs.


5) Approvals and changes

What is consistent: key art, screenshots, trailer, locales/copyright, market positioning, math and key UI changes.

SLA for approvals: 10-20 days/round, "silence = agreed" in N days.

Change control: minor updates (fixes, locales) - fast-track; major (fur-edits) - additional agreement and (in a number of jurisdictions) recertification.


6) Compliance and certification

Market builds: a matrix of'game_id × country × rtp_profile × build_hash' with autochecks.

Foreheads/RTS: RNG/mathematics, UI warnings, logging, RG functions.

Roles of the parties: who submits to the foreheads, who pays the fees, who keeps the calendar of recounts.

Versioning: where the reference build/hash is stored, who owns the signature keys.


7) Data, reporting, audit

Event (minimum):
  • `ts_utc, operator_id, player_anonymous_id, game_id, build_hash, stake, win, spin_type, rtp_profile, bonus_flag, currency, country_code`

Vaults: GGR/NetWin/turnover, optional spins, RTP actual (confidence intervals), bonus-cost, PSP-fees (if included), jackpot contributions.

Audit: the right to check reports N once a year, storage of logs ≥ X months, export format (S3/secure FTP/API), GDPR/DPA.


8) Intellectual Property (IP)

Who owns what:
  • Basic IP games/mechanics
  • Derivatives (skins, locales, market art)
  • Tools/SDK (usually kept by the developer)
  • Licenses for fonts/music/stock: an explicit listing so as not to "give a ride" to someone else's risk.
  • Prohibition of reverse engineering (except for audit/security cases).
  • Right to port (mobile/web/terminals) - according to the list.

9) Safety, SRE, responsibility

SLA: uptime, p95/p99 spin-latency, reaction/fix times for incidents.

Anti-tamper, assets signature, mTLS, WAF/CDN, DR plan.

Indemnity (indemnity): for IP violations, compliance, leaks.

E&O insurance: limit/territories/term.

Liability limits: cap = X% of annual payments (except for intent/IP violations).


10) Marketing and Promo

Publisher obligations: feature (shelves), tournaments/missions, banner quotas, minimum promotional budget.

Studio rights: use the brand set, participate in co-brand campaigns, show the game in the portfolio.

Promo SDK: unified tournament/drop/freespin format; anti-abuse rules.


11) Payfalls: Examples

A) NetWin-royalty (classic)

1. GGR

2. − taxes/reg fees

3. − jackpot contributions

4. − PSP-fees

5. − bonus cost

= NetWin
  • × Royalty% → Studio Payout

B) Per-spin (eligible spins)

'Payout = number of optional spins × rate (fix/%) '

C) Hybrid

To the threshold 'S' - per-spin, after - NetWin% (with a decreasing scale).


12) Typical risks and how to cover them

Discrepancies in reporting → raw event-feed + vaults, quarterly true-up.

Approvals → SLA and silence = negotiated delays.

Compliance regressions → market builds auto-validator, prohibition of hash-free calculations from the registry.

SLA failures → credit notes/penalties, priority on hotfixes.

IP collisions → register of licenses used, E&O, right to transfer guarantee.


13) Contract checklist (cheat sheet)

  • Scope: Games/Mechanics/Assets/Code + Modification/Localization Rights
  • Territories/Term/Exclusivity/Sublicense
  • Payout model: MG, royalties (base,%, thresholds), per-spin/turnover, buy-out options
  • Withholding Waterfall (Taxes/PSP/Jackpots/Bonuses)
  • Approvals: SLA/rounds/escalation/" silence = agreed"
  • Certification/market builds: roles/terms/who pays/registry build_hash
  • Data/reports/audit: event, vaults, storage, format, GDPR
  • SLA/SRE/safety, DR plan, RTP alerts/bonus-freq
  • IP/Indemnity/E & O, fonts/music/drains listed
  • Marketing: Feature/Tournaments/Quotas/brand-use
  • Limits of Liability, Force Majeure, termination & sunset-plan

14) 30-60-90: Deal Roadmap

0-30 days - structure and terms

Matchmaking: goals, markets, exclusivity.

Term sheet: MG/royalties/per-spin, territories/term, promotional commitments.

Asset rights inventory (art/music/fonts/code).

DPA/GDPR, E&O, initial SLA/SRE.

31-60 days - technical/legal implementation

Contract/SoW, API/SDK specifications, events and reports.

Register market builds, plan of serts, roles of parties.

Pre-approved promo package, brand rules, tournament presets.

Pilot integrations, reporting test, dry-run true-up.

61-90 days - go-to-market

Soft-launch (1-2 operators/geo), telemetry, fixes.

Full release: feature/tournaments/missions; SLA/latency check.

Quarterly true-up, event audit, post-mortem and wave plan 2.


15) Frequent Questions (FAQs)

Can you do without MG? Sometimes - at a high rate per-spin/royalty or tough promo KPI publishers.

Who owns locales and skins? Usually - licensor of basic IP; licensee receives limited rights to use on time/territory.

Do I need to give the source code? Rarely. More often - binaries/SDK + technical support; sources - under escrow in case of bankruptcy/force majeure.

How to count the bonus cost? According to the rules of the contract: either enters the waterfall or is reflected as the publisher's marketing budget.

When is buy-out justified? If the game is a strategic anchor/series and full control of the road map and porting is required.


Licensing between studios is a balance of rights, data and liability. The deal works when:

1. scope and IP ownership are clearly described;

2. transparent payout model and waterfall deductions;

3. automated market builds and event reporting;

4. SLA/SRE and safety agreed;

5. there is a promo plan and a true-up/audit.

By following this checklist, studios can accelerate releases, share technology, and still maintain control over the quality, compliance, and economics of each game.

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