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
| License | Commercial Use | Attribution | Modify | Share Alike | Providers |
|---|---|---|---|---|---|
| CC0 | ✅ Yes | ❌ No | ✅ Yes | ❌ No | Poly Haven, Kenney, Quaternius, AmbientCG |
| CC-BY | ✅ Yes | ✅ Required | ✅ Yes | ❌ No | Sketchfab, OpenGameArt, Freesound |
| CC-BY-SA | ✅ Yes | ✅ Required | ✅ Yes | ✅ Required | OpenGameArt, some Freesound |
| CC-BY-NC | ❌ No | ✅ Required | ✅ Yes | ❌ No | Some Sketchfab, itch.io |
| CC-BY-NC-SA | ❌ No | ✅ Required | ✅ Yes | ✅ Required | Various |
| Royalty-Free | ✅ Yes | ❌ Usually no | ✅ Yes | ❌ No | Synty, CGTrader, TurboSquid |
| Editorial Only | ❌ No* | Varies | ⚠️ Limited | ❌ No | TurboSquid (some) |
| MIT | ✅ Yes | ✅ Required | ✅ Yes | ❌ No | Three.js, pmndrs |
| GPL | ✅ Yes | ✅ Required | ✅ Yes | ✅ Required | Some 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:
- Name the creator
- Provide the license name (CC-BY 4.0)
- Link to the license (if reasonable)
- 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 textureProviders 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:
- No redistribution - Can't give away or sell the asset files
- No extraction - Must be "incorporated" so users can't easily extract it
- 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
Choosing Assets by License (Recommended Order)
- CC0 - No restrictions, no worries
- MIT - Include license text, you're good
- Royalty-Free - Standard commercial terms, read the specific license
- CC-BY - Must attribute, but otherwise free
- CC-BY-SA - Attribution + ShareAlike, fine for most games
- CC-BY-NC - Only if your project is 100% non-commercial
- GPL - Avoid unless you want your game to be open source
- 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:
# 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 License2. 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 communityHandling Mixed Licenses
When your project uses assets with different licenses:
- Track everything - Maintain a spreadsheet or document
- Use the most restrictive attribution - If any asset needs credit, have a credits section
- Separate concerns - Keep NC assets out of commercial projects
- 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 all | CC0 |
| Commercial use, minimal hassle | CC0, Royalty-Free, MIT |
| Commercial use, willing to credit | CC-BY |
| Free hobby project only | Any except Editorial |
| Maximum legal safety | CC0 from reputable sources |
Golden rules:
- When in doubt, use CC0
- Always check the license before downloading
- Keep records of where assets came from
- Include a credits file even if not required
- Replace questionable assets rather than risk issues
Resources
- Creative Commons License Chooser
- TL;DR Legal - Plain-English license explanations
- Choose a License - For code licenses
Happy creating!