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Data type guide

License Game Studio Data to AI: Gameplay, Assets and Code

How game studios, including closing studios, license gameplay with inputs, 3D assets, motion capture and source code to AI developers, and who owns what.

Gameplay licensed by one supplier
Almost 1 million hoursWorldmodeldata, as reported by WIRED; no price stated
Per-studio range reported for Mercor
$100K to $1MThird-party guide; Origin could not open the listing
Main rights checks
Publisher, engine, store assets, performers
Rolled drawings, a hard hat and a tape measure in a site office
Short answer

Yes, a game studio can license its own data to AI developers, and world-model developers want it now: gameplay video with frame-aligned controller inputs and engine state, 3D assets, animation and motion capture, and source code with history. A studio can license only what it owns. Publisher agreements, engine terms, store-bought assets, licensed music and performers' likenesses each need checking, and Unity's terms require Unity's authorization for training on material made with its software.

  • World-model developers want gameplay with the inputs recorded frame by frame, plus engine state.
  • Worldmodeldata says it has licensed almost 1 million hours from studios; no price has been published.
  • Store-bought assets (Unity Asset Store, Fab items tagged NoAI) cannot go into a training license without consent.
  • If a publisher owns the game's IP, the studio needs the publisher's agreement.

Can a game studio license its data to AI companies?

Yes, for what it owns. The buyers are mostly teams building world models: AI that predicts how an environment changes when someone acts in it. "For world models, you need cause and consequence," one researcher told WIRED, and games record exactly that (WIRED). Worldmodeldata "licenses footage and engine data from titles built on Unreal and Unity, rather than scraping the web." (The Next Web).

This page is for studio owners and heads of studio, including studios that are winding down. It is general information, not legal advice; your counsel decides how the contracts below apply to your games.

What makes a gameplay dataset valuable to AI developers

Inputs aligned to frames. Worldmodeldata "packages the video, the player inputs and the underlying 3D state into clean datasets." (The Next Web). Footage alone, like a trailer or a stream, teaches far less than footage with the controller or keyboard input that caused each frame.

Studio recordWhat a developer uses it forWhat raises value
Gameplay video with frame-aligned controller or keyboard inputsWorld models that learn action and consequenceMany hours, many levels and situations, input logs recorded at capture
Engine state per frame (positions, camera, physics, events)Ground truth that video alone cannot giveLogged from the engine, not reconstructed
3D assets and scenes in source formatGenerative 3D and scene modelsOriginal source files with materials, rigs and LODs
Animation and motion captureCharacter motion and humanoid roboticsRaw capture plus cleaned data, with performer releases
Source code and build historyCoding models trained on large, long-lived codebasesFull version history, tickets and reviews
Playtest telemetry and QA recordingsBehavior and bug-finding modelsRecordings linked to the bug reports they produced

Limits are real. Nvidia's world-model lead told WIRED: "I would be more conservative on using video game data for manipulation" (WIRED). Game data teaches movement, navigation and cause and effect better than fine hand control. Code is covered in more depth in selling source code to AI companies.

Who buys game data: suppliers, marketplaces and in-house labs

Three kinds of company are active, and none publishes prices.

CompanyWhat it doesWhat is public
Worldmodeldata (UK)Licenses gameplay and engine data from studios and resells it to world-model labsSays it has licensed almost 1 million hours from studios it does not name (WIRED); in July 2026 it had "no finalised customer contracts and no revenue" (The Next Web)
Origin Lab (US)A marketplace between game companies and world-model labsRaised "an $8 million seed funding round led by Lightspeed Ventures" (TechCrunch). Not affiliated with Origin Data Partners.
General Intuition (US)Trains its own models on gameplay clips from its sister company MedalRaised $220 million at a $6.2 billion valuation (GamesBeat); "keeps its data in-house" (The Next Web)

Origin Lab, the game-data marketplace, is a separate company with a similar name. Origin Data Partners is not affiliated with it.

General Intuition's valuation is an investment round, not a price paid for anyone's data. It shows how much investors expect action-labeled gameplay to be worth, nothing more.

Who owns game assets: publisher, engine, stores, contractors and players

Start with the publishing agreement. If a publisher funded the game and took the IP, the studio cannot license the game's code, assets or footage without the publisher. Then work through the layers below.

LayerWhat the terms sayWhat to do
Your own game on Unreal Engine"you own all rights, other than rights in the Licensed Technology, in the Products you develop" (Unreal EULA)License your game content; leave Epic's engine code and content out, and read the EULA version you accepted for any AI terms
Your own game on Unity"Your User Content is yours." But Unity restricts use of its offerings or derived data "for the training, validation, or development of machine learning, artificial intelligence, or similar algorithmic models" without prior authorization (Unity Terms of Service)Ask Unity in writing before licensing anything made with Unity beyond your own source code, and keep its answer
Unity Asset Store purchasesNo use "for purposes such as training an artificial intelligence or machine learning model without the express consent from the Provider and/or Unity." (Unity Asset Store EULA)Remove bought assets from what you license
Fab purchases"The NoAI meta tag indicates that an asset must not be used for generative AI data collection." (Epic Fab documentation)Remove NoAI items; check each listing's terms for the rest
MegascansEpic is updating terms "to allow developers to train generative AI models on Megascans and Megaplants content." (CG Channel)Allowed, but anyone can download them free, so they add little value
Middleware and licensed musicGoverned by each vendor's and label's license, usually limited to the gameStrip licensed audio and middleware code
Contractor art and codeEmployees' work is a work made for hire; a contractor's is not, unless a written agreement assigns it (17 U.S.C. 101)Find the assignment clause in each contractor agreement

Motion capture, voice actors and recorded players

People in your data have their own rights. SAG-AFTRA's 2025 Interactive Media Agreement includes "consent and disclosure requirements for A.I. digital replica use" (SAG-AFTRA). A motion capture dataset or voice recordings from union performers should not go into a training license without checking the performer's contract and getting new consent where it is required.

Player recordings are personal data. Playtest videos with faces and voices, voice chat and account telemetry need consent or removal. If players under 13 may appear, the COPPA Rule counts "A photograph, video, or audio file where such file contains a child's image or voice" as personal information (16 CFR 312.2). The safe default is to license gameplay captured by your own staff and testers who signed releases.

Sell game assets and 3D models on marketplaces, or license the whole archive?

They are different businesses. Selling 3D models or asset packs on a store such as Fab or the Unity Asset Store earns per-sale income from other developers, under the store's standard license. Licensing an archive to an AI developer is one negotiated contract for training rights to a large body of work: years of gameplay, source files and code.

QuestionAsset marketplaceAI training license
Who paysIndividual developers buying packsOne AI developer or data supplier
What is soldFinished, game-ready assetsRaw and source data with history and inputs
Training rightsStores let creators restrict AI use (for example Fab's NoAI tag)The whole point of the contract
PricePer pack, set by youNegotiated; no public price list

A studio can do both, but an exclusive AI license may restrict later store sales of the same assets. See exclusive vs non-exclusive data licenses.

What happens to game assets when a studio closes?

They stay owned by whoever held the rights: the studio's company (and so its creditors, in a bankruptcy or liquidation) or the publisher. What usually gets lost is the data itself, when cloud accounts, build servers and capture rigs are shut down before anyone copies them.

  • Before switching anything off, export the repositories with full history, the asset source files, capture sessions and input logs, and playtest recordings.
  • Collect the contracts that prove ownership: publishing agreements, contractor assignments, performer releases and store licenses.
  • Do not delete player data needed for legal holds; do delete or exclude it from what you license.
  • Assets and data can be sold or licensed as part of the wind-down; see selling company data after closing and exporting records before closing.

How to prepare a game studio archive for licensing

Prepare a description first; no files need to leave the studio for a first conversation.

  • List titles, engine and version, years, platforms, and who owns the IP of each title.
  • Estimate hours of gameplay you can capture or already hold with input logs, and which engine state you can log.
  • Inventory third-party content per title: store assets, middleware, licensed music, performer captures.
  • If you build on Unity, write to Unity for authorization before anything made with Unity is licensed.

What AI companies pay for game data: the honest evidence

No price for licensed gameplay hours has been published, and no closed sale between a named studio and a buyer has been disclosed with its value.

EvidenceWhat it saysSource grade
WorldmodeldataAlmost 1 million hours licensed from unnamed studios; no priceNamed press (WIRED) reporting the company's own statement
Mercor game studio listingAIData.Broker reports the listing at "$100,000 to $1 million per company" for records, code and footage togetherThird-party guide describing a buyer's published range; Origin could not open the listing itself; a range, not a deal
General Intuition$6.2 billion valuation, trained on Medal gameplay clipsNamed press; an investment, not a data price

For motion capture and video rates more broadly, see the video data prices tracker and video data buyers compared.

Does your company hold records like these? See what your data is worth.

Origin Data Partners works with companies that own data and helps get it bought. We are independent of the services on this page, and a buyer may pay us when a deal closes (how Origin is paid). See what your data is worth.

Common questions

Can our game studio license gameplay footage to AI companies for world model training?

Yes, if the studio owns the game and the footage. World-model developers want gameplay recorded with frame-aligned controller or keyboard inputs and engine state. Leave out licensed music, store-bought assets, union performers without fresh consent, and players who did not agree. If a publisher owns the IP, it must agree first.

What happens to game assets when a studio closes?

Ownership stays with whoever held the rights: the studio company, its creditors in a bankruptcy, or the publisher. The data is what gets lost, when servers and cloud accounts are shut down. Export repositories, source assets, capture sessions and contracts before anything is switched off, so the archive can still be licensed or sold.

Can a studio include assets bought on the Unity Asset Store in an AI training license?

No, not without consent. The Unity Asset Store EULA bars using assets for training an artificial intelligence or machine learning model without the express consent of the provider and/or Unity. Remove bought assets, and on Fab remove anything tagged NoAI, before licensing a project.

Does Unity need to approve licensing data from a game built in Unity for AI training?

Its terms say prior authorization is needed. Unity's Terms of Service say your user content is yours, but restrict using Unity offerings, or data derived from them, for training machine learning or AI models without prior authorization. Ask Unity in writing before licensing anything made with Unity beyond your own source code.

Where can I sell 3D models, and is that the same as licensing them to AI?

Asset stores such as Fab and the Unity Asset Store sell game-ready packs to other developers, per sale, under a standard license. Licensing to an AI developer is a separate negotiated contract for training rights to a large archive. Stores let creators restrict AI use, so the two can be kept apart.

Is Origin Lab the same company as Origin Data Partners?

No. Origin Lab is a San Francisco marketplace that helps game companies license data to world-model builders; TechCrunch reported its $8 million seed round in May 2026. Origin Data Partners is a separate, independent data partner and is not affiliated with Origin Lab.

How much do AI companies pay a game studio for its data?

No price for gameplay hours has been published. A third-party guide reports a Mercor listing range of $100,000 to $1 million per studio for records, code and footage together, which Origin could not confirm on Mercor's own page. Worldmodeldata says it has licensed almost 1 million hours without stating what it paid.

Can a motion capture dataset from our game be licensed for robotics AI training?

Possibly, if the studio owns the capture and the performers agreed. SAG-AFTRA's 2025 Interactive Media Agreement includes consent and disclosure requirements for AI digital replica use, so check each performer's contract and release before including their captures. Raw and cleaned capture with full metadata is worth more than finished animation.

Sources and further reading

What is your company’s data worth?

AI companies pay $20K to $5M for company records. Six questions, no files.