Who owns the games made with Torque3D?
by Derrick B. · in General Discussion · 05/20/2010 (6:03 am) · 6 replies
Hello,
I'm a student and am lobbying to get Torque used at my school as an educational license.
But one very important issue is that my school claims ownership to any student projects, and this would include games that were made using Torque.
Obviously we would still be including the Torque logo and other marketing requirements, but would GarageGames own the games made with the engine, or would the school?
I'm a student and am lobbying to get Torque used at my school as an educational license.
But one very important issue is that my school claims ownership to any student projects, and this would include games that were made using Torque.
Obviously we would still be including the Torque logo and other marketing requirements, but would GarageGames own the games made with the engine, or would the school?
#2
And I know that the school claims ownership of students' work. The issue they've had with engine usage is whether the engine developers claim ownership of creations as well.
Thanks for the reply!
05/20/2010 (7:20 am)
Worcester Polytechnic Institute.And I know that the school claims ownership of students' work. The issue they've had with engine usage is whether the engine developers claim ownership of creations as well.
Thanks for the reply!
#3
The best thing to do would be to have your school contact education@torquepowered.com to get more details on the education licensing.
05/20/2010 (8:18 am)
We don't claim ownership of the games created with Torque. The games belong to their creators, I'm not familiar with any engine where the engine developer claims ownership of the game. The closest most engines, including us, come to that is being able to use your game in marketing, which pretty much amounts to using screenshots and videos and saying it was made with Torque.The best thing to do would be to have your school contact education@torquepowered.com to get more details on the education licensing.
#4
Believe it or not, the school recently had a lot of trouble when we tried to get an educational license for another engine, where the devs claimed ownership of all projects made with the engine.
Hint: the engine was fairly recently made free for educational use.
05/20/2010 (8:21 am)
Thanks Scott.Believe it or not, the school recently had a lot of trouble when we tried to get an educational license for another engine, where the devs claimed ownership of all projects made with the engine.
Hint: the engine was fairly recently made free for educational use.
#5
05/20/2010 (9:09 am)
I haven't looked too closely at educational licensing for engines like Unreal, Source, or id Tech 4+ lately, but I do know that most of them have mod licenses where the content becomes company property. I thought that was usually separate from their educational licensing, though. UDK's had a strong non-commercial/educational license for a couple of years now to push into the educational market. I do not remember the specifics of the UDK 2.5 non-commercial license, though. It's been a long time since I looked into it. If you are doing a direct mod from Unreal/Half-Life/Quake 4/etc, then you would be bound by the mod licensing. Educational licensing, is usually different since many schools have similar rules on student-generated work as WPI.
#6
My reply probably did not really help, but at least you have one example of what one instructor came up with. Good luck.
05/20/2010 (2:59 pm)
As a former teacher in the Minnesota College and University System, I would think that the school could come to an agreement with the students. I was a multimedia design instructor and I had each student sign an agreement that basically stated that the school could use any material generated by the students for promotional use or demonstration purposes, the student however, retained full copyright on all the work they created. In my case I did not force the issue either. If the student did not feel they wanted to participate or sign the agreement I just did not include that work in promo materials or demo materials for the program. I found it helpful to include this as an introduction to copyright and intellectual property as it applied to my student's work and future career. We had students who designed games and things like that all the time. If they wanted to show it off it was fine. If they did not, well they still retained the creative rights and were entitled to the source files that they created. My reply probably did not really help, but at least you have one example of what one instructor came up with. Good luck.
Torque 3D Owner Donald "Yadot" Harris
Marveloper
Your school itself may however have some agreement with the students that create projects while enrolled at the school. This I can't answer. Which school is it by the way?