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You’ve paid a developer to build your game. The code is finished. The game is yours - or at least, that’s what you assume.

Then the developer tells you they own the source code.

Game Source Code Ownership in Development Contracts

This is where things get complicated. In the game industry, paying for development doesn’t automatically mean your company owns the copyright. Ownership depends on the contract, how the work was created, and whether the rights were properly transferred.

For startups and game studios commercializing in the U.S., getting this wrong can create serious problems later - especially when you raise investment, sell the game, hire another developer, or discover someone has copied your code.

After helping tech companies protect and commercialize their intellectual property for more than 10 years, we’ve seen how easily source code ownership gets overlooked until it becomes a problem.

In this guide, our experts at Global Link Asia Consulting (“GLAC”) will break down what actually matters:

  • Which assets to register first when your budget is tight;
  • Why a “work made for hire” line with a freelance coder does not hand you the rights you expect;
  • How to copyright your source code the right way;
  • Five ways to submit your source code and still protect your trade secrets.

Let’s get into it.

1. What does it mean to register your copyright in the U.S.?

Registering copyright means filing with the U.S. Copyright Office to put your authorship on record. You can register software, video games, apps, images, video, music, documents, other creative work, and your source code.

Here is the part people get wrong. Registration does not create your copyright. The U.S. Copyright Act gives you the rights the moment you create the work in a tangible form, your source code, a design file, an image, a video, an audio file, or text. You own it from that second.

Copyright Protection in the U.S.

Copyright Protection in the U.S.

So what does registration add? Leverage.

When someone copies your work, uses it without permission, or challenges you in the U.S., your Certificate of Registration becomes your core proof of ownership. It gives you stronger protection in court and access to legal remedies that would otherwise be unavailable.

2. Three reasons you should register your copyright in the U.S.

Registration gives you rights that automatic copyright never does: statutory damages of up to USD 150,000 per infringed work, the right to sue in U.S. federal court, and a certificate that carries real weight at the negotiating table.

You keep the right to statutory damages

Statutory damages are amounts the law fixes in advance, with a floor and a ceiling. You do not have to prove how much you actually lost.

They run from USD 750 to USD 30,000 per work. A court can push that to USD 150,000 for willful infringement (U.S. Copyright Act).

Copyright Infringement Damages in the U.S.

Copyright Infringement Damages in the U.S.

The timing is strict. You register before the copying starts, or you register within three months of first publication.

Benefits of Copyright Registration in the U.S.

Benefits of Copyright Registration in the U.S.

Miss both windows and you fall back on actual damages plus the infringer’s profits. For a digital product, proving lost revenue is hard, so a lot of these cases stop at a warning letter.

3. Which parts of your software, game, or app can you register?

Your product (App/Game/Software) is not one work. It splits into six asset groups you can register:

  • Source code;
  • Artwork and game assets;
  • Screen displays;
  • Audiovisual elements;
  • Music and audio, and;
  • Written materials.

You just need to remember some share one application. Others need their own.

3.1 The six asset groups you can register

To help you see which pieces deserve protection first, our legal experts mapped the six groups below:

Asset group What it covers Note for your studio
Source code Your source code for software, mobile apps, and games Send excerpts, not your whole codebase
Artwork and game assets Artwork, graphics, icons, characters, backgrounds, game assets Pay attention to this since this is the most-copied group in games
Screen displays Your on-screen displays and UI artwork Mention only the parts that qualify
Audiovisual works Game trailers, animation, video Should include your marketing assets
Music and audio Background music, sound recordings, other audio Clear the rights with your composer or licensor
Written materials Manuals, text, storyline, script, in-game narrative Should cover story-driven games too

4. Which parts can copyright never protect?

Copyright in the U.S. does not cover your game name, app name, brand name, slogans, or short phrases. It also skips ideas, game concepts, rules of play, mechanics, systems, methods, and features. Those belong to trademark or patent.

Here is what we see most: the trouble rarely comes from someone lifting your exact source code. It comes from a rival who builds a lookalike, rewrites the code, redraws the art, and slaps on a new name.

In this scenario, now the question changes. It is no longer whether your product enjoys protection. It is whether the piece they took sits inside copyright at all.

Knowing where these lines fall keeps you from grabbing the wrong tool and chasing a case copyright was never going to win. Thomas Trần, Head of Legal on our team, laid out the differences:

Group What copyright skips What it means for you The right tool
Names and branding Titles, game names, app names, studio names, slogans, taglines, short phrases Someone ships a product on your exact game name, and copyright cannot stop them Trademark, filed on its own
Ideas and mechanics Ideas, game concepts, rules of play, mechanics, systems, methods, features, algorithms A rival copies the gameplay but rewrites the code, redraws the art, and renames it, and does not automatically infringe Patent when it qualifies, plus trade-secret cover for the mechanics
Internal know-how (for comparison) Unpublished algorithms, internal processes Nothing to file in a public application NDAs and confidentiality clauses with your staff and partners

A quick example. Matching three blocks of the same colourto score points is a game mechanic, and it lives outside copyright. But the characters, artwork, soundtrack, and source code you built to bring that mechanic to life sit firmly inside it.

So next to your copyright application, we help you file your U.S. trademark and patent applications too, based on what you need to protect. Want the full comparison? See our guide on trademark versus copyright registration in the U.S.

A note from our experts

The line between an idea and its expression trips up a lot of studios. You cannot own a style of gameplay. You can absolutely own the way you express it, through your characters, your images, your audio, and your code. So the smart play pairs copyright with trademark, and adds a patent when you hold a real technical solution. A studio going global usually runs two layers side by side, and one rarely does the job on its own.

— Thomas Trần, Head of Legal, Global Link Asia Consulting

5. How do you register your copyright in the U.S.?

Five steps take you from idea to certificate: size up the work and plan the filing, prepare the application and check ownership, file online, track the review, and collect your Certificate of Registration.

So you can see the whole path before the detail, our advisory team and Thomas Trần, Head of Legal, mapped it out:

Step What you do
Step 1 Size up the work and choose to combine or split by asset type
Step 2 Prepare the application and check ownership, clearing any missing contracts
Step 3 File online, pay the fees, and pick up your tracking number
Step 4 Track the review and answer the examiner’s questions
Step 5 Collect your Certificate of Registration and put your rights to work

Step 1: Size up the work and plan the filing

First, pin down which works qualify and pick the right form for each. Every asset registers a little differently, so this step shapes everything after it.

Your lawyer weighs three things: the type of work (software, game, app, images, video, music, documents); the protection each part can earn; and whether you file one application or several, based on ownership and timing.

Take a video game. It can hold source code, characters, artwork, the interface, audio, and video all at once, and each one may call for its own strategy.

Ten years of this work taught us one thing: the combine-or-split call drives most of your cost and most of your protection. Our specialists team up with U.S. attorneys to grade each asset and recommend the route that fits your goals.

Step 2 Prepare the application and check ownership

Once you know what you are registering, you gather what the U.S. Copyright Office asks for. A typical application carries:

  • Your details as the copyright owner;
  • The author’s details;
  • The title of the work;
  • The year you finished it and whether you have published it;
  • A short description of the work;
  • A deposit copy, a source-code excerpt, images, video, a design file, or related documents.

You also check ownership so nothing sits in dispute, and you flag any open-source code, third-party assets, or AI-generated content, as the rules now require.

We review ownership for you, make sure the file is complete, and walk you through the documents the U.S. Copyright Office wants.

Step 3: File the application

With the file ready, your lawyer prepares the application, files it online with the U.S. Copyright Office, and pays the fee. You get a tracking number the moment they receive it.

We finalize the file with you, double-check every detail before submission, and follow the whole process, so errors stay out and your filing stays inside the Copyright Office rules.

Step 4: Track the review and answer any questions

Once your file is in, the U.S. Copyright Office reviews it. Sometimes the examiner asks for more documents or an explanation about the work, the ownership, or the content.

Online applications usually take four to six months to process, depending on the type of work and the shape of your file.

All the way through, we watch the progress and work with the U.S. attorney to answer the Copyright Office fast, prepping any extra documents or explanations that keep your timeline short.

Step 5: Collect your Certificate of Registration

The U.S. Copyright Office issues your Certificate of Registration once they approve the application.

That certificate proves your ownership and powers your enforcement in the U.S. It also lifts the value of your IP when you raise money, transfer it, licence it, or sign a partner.

After approval, we hand you the certificate and show you how to put your IP to work. Run into a dispute or an infringement in the U.S.? We connect you with attorneys to enforce your rights.

6. What do you prepare to register a game or software copyright?

Your application pulls together eight pieces: your owner details, the title, the author details and work-made-for-hire status, the year and publication, a description of what you register, the deposit copy, a note on any third-party content, and confirmation that you own the rights.

Get these ready up front and you speed the whole thing up. A thin file is exactly what pushes an examiner to write back and ask for more, which drags out your timeline.

6.1. The documents to prepare

The checklist below follows our U.S. copyright registration service:

  1. Your legal name and address as the copyright owner;
  2. The title of the work;
  3. The author or authors, plus whether the work counts as work made for hire;
  4. The year you finished it, and publication details once you publish;
  5. A description of the materials you register;
  6. The deposit copy, a source-code excerpt, artwork file, screenshot, audio file, video file, or other required document;
  7. A note on any third-party content, open-source code, licensed assets, stock assets, or AI-generated content;
  8. Confirmation that you own the rights you claim.

Two of the eight trip people up most, the note on third-party content and the ownership confirmation, especially when your product carries freelancer artwork, marketplace assets, open-source libraries, or AI content. Ownership unclear? Sort it out before you file, rather than letting the examiner catch the gap.

6.2. What to do when ownership is not clear?

Settle ownership before you file. The U.S. Copyright Office says a copyright transfer generally has to sit in writing, signed by the rights owner or an authorised agent. A verbal deal or a few texts with a freelancer will not prove you own the work.

To help you spot your own situation and fix it before filing, our legal experts summed up the common cases:

Your situation The issue it raises What you do before filing
Code and artwork your full-time staff make on the job Usually work made for hire, but you still need the paper trail Keep the employment contract and job description on hand
Artwork or music from a freelancer The rights can stay with the freelancer without a signed deal Get a written, signed copyright assignment
Assets you bought from a marketplace or stock library You hold a licence to use them, not the copyright Read the licence terms, and drop these from your registration where needed
Products that lean on open-source libraries Each licence sets its own terms List every library and licence you use
Content with an AI hand in it You take on a disclosure duty, and it narrows your protection Mark clearly which parts a human made

7. The two mistakes we see most in studio applications

Two slip-ups come up again and again: naming the wrong author on a work-made-for-hire work, and skipping the check on where your third-party assets came from. Both land you an examiner’s request for more.

7.1. Naming the wrong author on a work-made-for-hire work

Work made for hire flips the usual rule: the party who hires, not the person who creates, counts as the author and owner. The U.S. Copyright Office recognises two cases:

  • Work your employee makes inside their regular job;
  • Work you specially commission under a written deal that spells out “work made for hire,” where the work also lands in one of nine categories the law lists.

Here is where many studios trip. The nine categories are a compilation, a contribution to a collective work, a part of a motion picture or other audiovisual work, a translation, a supplementary work, an instructional text, a test, answer material for a test, and an atlas.

A computer program is not on that list. So for code a freelancer writes, calling it work made for hire in the contract does not move the rights to you.

You need a written, signed copyright assignment instead. Artwork used inside the game’s audiovisual work can play out differently, so weigh that one on its own.

7.2. Skipping the check on where your assets came from

A game or app rarely consists entirely of original work. It may include licensed music, marketplace assets, open-source libraries, stock content, or AI-assisted materials.

Review and document all of these before filing, rather than discovering an ownership issue when the examiner asks about it.

For foreign studios registering copyright in the U.S., the challenge is proving ownership. Many products include artwork from freelancers, licensed music, or marketplace assets without clear contracts or documentation showing who owns the rights.

8. Does submitting source code mean showing all of it?

No. The U.S. Copyright Office only wants a slice of your source code that identifies the work, usually your first 25 and last 25 pages. Got trade secrets in there? You pick one of five ways to redact.

This is the worry we hear most from game studios and software companies. Many picture themselves handing an entire codebase to a foreign agency and watching it go public. That is not how it works.

8.1 When your source code holds no trade secrets?

Circular 61 of the U.S. Copyright Office keeps this simple: no trade secrets, and you submit one copy of the first 25 and last 25 pages of the version you register. Three special cases sit alongside it:

  1. No clear beginning, middle, and end? Submit 50 pages that fairly represent your first and last stretches;
  2. Whole program under 50 pages? Submit all of it and tell the office you are sending the lot;
  3. Every option keeps the page that carries your copyright notice, when you have one.

Source Code Deposit Requirements for Software Copyright Registration 

Source Code Deposit Requirements for Software Copyright Registration

9. Five practical tips for game and app studios

The short version: do not lean on one application for everything, register early, own your AI disclosures, grab a separate trademark for your name and logo, and keep clean ownership records from day one.

So you catch the priorities before the detail, Thomas Trần, Head of Legal on our team, summed them up:

Tip The risk when you skip it
Do not lean on one application for your whole game or app Your artwork and characters, the easiest to copy, slip outside your registration
Register early, before a dispute starts You lose your shot at statutory damages and attorney’s fees
Own your AI disclosures A third party can cancel or challenge your registration
Grab a separate trademark for your game name, app name, and logo You hold no tool when someone uses your exact product name
Build an ownership record from day one Delays, disputes, and a rough funding round
1. Do not lean on one application for your whole game or app

This is the tip we lead with, and the misread we see most. Source code, artwork, audio, video, characters, written content, and screen displays can each need their own strategy.

Tight budget? Register in priority order, starting with the assets that earn you the most and get copied the fastest.

10. How we help you register your copyright in the U.S.

Registering a U.S. copyright is more than completing an online application. For foreign companies, the real challenge is often knowing what to register, how to document ownership, and how to protect sensitive parts of the product.

At GLAC, we help you navigate the process from strategy to registration, working with our U.S. attorney partners when legal representation is required.

  • Identify all copyrightable assets in your software, app, or game, including code, UI/UX, artwork, audio, and written content;
  • Organize required materials and prepare the deposit in compliance with U.S. Copyright Office rules, including protection of confidential source code;
  • Submit the application and ensure it is complete, accurate, and aligned with your ownership records;
  • Monitor the application, respond to examiner requests, and support you through to final registration.

Beyond the copyright application, we help you file your U.S. trademark and patent applications, and we handle the steps you meet as you expand, including setting up your company in the U.S.

11. FAQs about US copyright registration for software, apps, and games

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Global Link Asia Consulting Pte. Ltd. is pleased to announce the publication of the above insightful and informative article on our official website, Global Link Asia Consulting on 21st August 2026. The copyright for this article is exclusively held by Global Link Asia Consulting Pte. Ltd. Any unauthorized reproduction or distribution of this content without our express written permission is strictly prohibited. We value the protection of our intellectual property and appreciate your cooperation in adhering to these guidelines. Thank you for your continued support of Global Link Asia Consulting Pte. Ltd.

The content in this article is provided by Global Link Asia Consulting for general informational purposes only. It is intended as a helpful reference and should not be considered legal, tax, accounting, banking, or other professional advice. Because laws and regulations can change, and every situation is different, we recommend that individuals and businesses seek independent professional advice before making any important decisions. Global Link Asia Consulting is not responsible for any loss or damage that may result from relying on the information in this article without obtaining appropriate professional advice.