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View Full Version : Can I use movie objects within my game?


Bunkai
08-18-2006, 02:52 PM
Hello,

I create shooting game for PCs.. I liked StarWars series, and consider creating objects to look exactly like in that movie, especially B-Wing Fighter, X-Wing Fighter, Naboo Fighter and others... I simply like how they look..

After finishing I would like to sell the game as shareware or on some portal for download.

Please can I allow this, withoug significantly modyfying the mentioned objects? What threats are behind this, and how realistic it is, that I would really be punished by Lucas Arts?

With regards,

Ricardo C
08-18-2006, 02:57 PM
Please can I allow this, withoug significantly modyfying the mentioned objects?

No.

This message is too short.

Bunkai
08-18-2006, 03:09 PM
Can anybody express, say in percentage, how much of the object need to be changed to be able to use it in the game? What if I change the color. Would it be acceptable then?

Rainer Deyke
08-18-2006, 03:14 PM
If your objects are in any way inspired by the objects from the movie, then you have technically created a derivative work which is owned by the copyright holder of the movie. In practice, you can probably get away with it if nobody notices any similarities.

Bunkai
08-18-2006, 03:23 PM
Hello Rainer,

Thank you a lot for explanation. I think I know what you mean... The point is, that others should not notice any simmilarities, and therefore I need to make an object different enough not to be simmilar to the one in the movie.

Do you know what penalties are from using objects identical to those in movies? Say, will I be firstly warned by copyrigh holder to stop selling the project or to modify it, or will a person get sued immediatelly as the holder discovers simmilarities?

Ricardo C
08-18-2006, 05:10 PM
Why all the concern about copying Star Wars? Why not just come up with your own designs?

Nexic
08-18-2006, 05:15 PM
They might warn you, they might file a law suit right away. I'd seriously suggest staying on the safe side... is it really that hard to come up with your own designs?

JPickford
08-19-2006, 12:03 AM
Can anybody express, say in percentage, how much of the object need to be changed to be able to use it in the game?

100%.

Why are you wanting to make money from other peoples work?

Anthony Flack
08-19-2006, 01:22 AM
Well, in practice, it's really not quite 100%. I mean culture will continue to cycle, and inspiration will filter through. But if you're wondering what percentage to change, you're thinking about it the wrong way around.

Create original designs, and vague memories of Star Wars will make their way in quite naturally. Don't look at the Star Wars stuff while you do it.

Bunkai
08-19-2006, 02:34 AM
Hello Ricardo, yeah, of course I can create my own design, I just know, that there is average design, and very good design, like in StarWars.. I know what you mean, and I agree it is not worth of risking to copy already existing design..

Nexic, sometimes it is very difficult.. but anyway, computer games are about creative part and technical part, and creating design is that creative part.

JPickford, of course I dont want.. I just wanted to do my work a bit easier... I would produce my own objects etc but I just loved some objects in StarWars, so I wanted to know, as I am new in this industry..

Anthony, it was very good idea to get as close as possible to have what I like, and not to copy objects. Thank you.

Anthony Flack
08-19-2006, 03:54 AM
Another thing worth remembering is that designs are like everything else - if you want good ones, then make a lot of them. The designers that worked on Star Wars would have filled up page arter page with designs that weren't good enough to use. So if you don't rate your designs highly, just keep making them. Quick paper sketches only, at first. Some of them will turn out good almost by accident.

Also, take a look at the world around you; you can find inspiration in surprising places. One of the ships in Platypus was based on a desk lamp I saw in the background of a TV commercial. I always thought the Millenium Falcon resembled a human hand. I bet there are intesting potential spaceship shapes sitting right there in the room with you.

Bunkai
08-19-2006, 06:45 AM
Yeah, :-) I started looking around, and many oubjects could be possibly turned into better or worse space ship.. :-) Hpefully, I will forget this advice not.

How long have you been working on Platypus for? It is probably the most creative game I have ever seen.. :-)

Anthony Flack
08-19-2006, 07:19 AM
It took about 18 months, but I finished it more than 5 years ago.

svero
08-19-2006, 07:31 AM
Also, take a look at the world around you; you can find inspiration in surprising places. One of the ships in Platypus was based on a desk lamp I saw in the background of a TV commercial.


Welll welll well... If it isn't mr. high and mighty thou shalt not clone Flack caught in the act of dirty lamp design theft. Shameful...

Davaris
08-20-2006, 02:11 AM
Anthony: I love the look of Cletus Clay. Very colourful. You really should team up with a programmer on your next game, so you can focus on the design and art and get it done faster. You should be rich by now. :)

Anthony Flack
08-20-2006, 02:24 AM
That's one of the things I'll be considering as I move towards making games full-time. I do want to make games faster, and teaming up with another programmer would probably be the best way to do it.

Still, it's worth noting that even though I've been super-slow making this game, by doing other work I've managed to almost completely pay off my mortgage in under 2 years, so I haven't been unproductive.

Davaris
08-20-2006, 02:30 AM
This is a prime example of a premium game that will never date. I can see this making it into stores all over the world (if you wanted to go that way).

LilGames
08-21-2006, 10:58 AM
OK that Platypus game has been mentioned AGAIN. I'm going to have to try it out now!

Popcorn Boy
08-21-2006, 12:58 PM
I just did. Very nice!

Ricardo C
08-21-2006, 01:54 PM
Meh, it's just an R-Type/Parodius clone.

I kid ;)

Mike D Smith
08-22-2006, 04:42 PM
Meh, it's just an R-Type/Parodius clone.

All kidding aside, I don't think it matters clone or not. The game (Platypus) rocks and that's all that matters.

It has a cool look and feel that makes the game that much more fun to play.

My advice to Bunkai, don't give up on one of the funnest aspects of making games -- putting in your own visual design.