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"Asset licences in plain English: CC0, CC BY, royalty-free and 'personal use'"

Updated 2026-10-19 · 446 words

Every asset in your game comes with permission to use it, and the words of that permission matter more than the price. This is a plain-language guide to the licences you'll meet most, not legal advice: if a licence decides whether you can ship, read it in full and ask a lawyer.

The common ones

LicenceCommercial games?Credit required?Main catch
CC0 (public domain dedication)YesNoNone, though trademarks in the asset (logos, car badges) may still be protected
CC BYYesYes - name the author as they askYou must actually show the credit somewhere reasonable, such as the credits screen
CC BY-NCNoYes"NC" means non-commercial; a paid game, or a free one with ads, is commercial
CC BY-SAYesYes"Share-alike" can require your adapted asset to carry the same licence
Royalty-free (store licence)UsuallyUsually noEach store writes its own terms; read them
Personal use onlyNoVariesCan't be in anything you sell

Store licences: the clauses to look for

Marketplaces (Fab, the Unity Asset Store, CGTrader, itch.io sellers and others) each have their own licence, and individual sellers sometimes add terms. Before you buy for a commercial project, look for:

  • Seats. Is it one person, a team up to a size, or the whole company? Studio-size tiers often cost more.
  • Redistribution. Almost every licence forbids reselling the raw files. Check whether your product counts: a game is fine; an asset pack, template or level kit that includes the files usually isn't.
  • Engine or platform limits. Some licences tie assets to one engine.
  • Editorial-only content. Real-world brands (cars, weapons, logos) are sometimes sold for editorial use only and can't go in a commercial game without the brand owner's permission.
  • AI use. Some licences now forbid using assets to train generative models; some stores require disclosure when assets were AI-generated.

Keep a record

For every third-party asset, keep: where you got it, the date, the licence (save a copy - pages change), the order number, and what credit it needs. A simple spreadsheet is enough. When a publisher, platform or buyer asks, you'll have the answer in minutes.

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Where generated and procedural assets fit

Assets made by procedural scripts are owned like any other work by whoever made them, and they're licensed the same way. The questions to ask a seller are the usual ones: who owns the output, what the licence lets you do, and whether any part came from material they didn't have rights to. Good sellers say how their assets were made; we say ours are generated procedurally in Blender by our own scripts.