Hi Guys,
Where machinima is concerned I am coming at same from the perspective of making a machinima movie with assets / characters already included within UDK. By this I mean using character assets and the like differently to tell YOUR story as opposed to who these characters are in their original game environments. I also wonder is it possible to take some of these assets - export as FBX ( this feature is available when one right clicks an asset ), modify slightly for your story and bring back in?
Is all this allowable copyright wise? Particularly if you are making a non profit, no advertising machinima to tell your story? And releasing it for free. The licence FAQ talks about licensing when using UDK for game dev but doesnt explicitly mention Machinima. The only relevant piece might be -
Can I use UDK to release a game that is free?
Yes. If the game is absolutely free to play and there is no commercial aspect to it then you’re welcome to do so under the End User License Agreement. But some free games still require a license. If your game is free but is used to advertise a product or service you need a license for that. If your game is free to download and play but you sell content, services or products within your game that also requires a commercial license.
Change the word GAME to MACHINIMA??
UDK comes with some "Built in" assets, static meshes, materials etc. Could one go further and use assets from other real engine games if they were more suitable to the genre / time period of your machinima?? Copyright again??
I am also asking all this from a perspective where some might not have the skills nor time to build assets from scratch BUT have a story to tell that could be told by using premade game assets / characters. Putting that precious time into the telling of the story and the cinematography rather than "reinventing the wheel"?
Where machinima is concerned I am coming at same from the perspective of making a machinima movie with assets / characters already included within UDK. By this I mean using character assets and the like differently to tell YOUR story as opposed to who these characters are in their original game environments. I also wonder is it possible to take some of these assets - export as FBX ( this feature is available when one right clicks an asset ), modify slightly for your story and bring back in?
Is all this allowable copyright wise? Particularly if you are making a non profit, no advertising machinima to tell your story? And releasing it for free. The licence FAQ talks about licensing when using UDK for game dev but doesnt explicitly mention Machinima. The only relevant piece might be -
Can I use UDK to release a game that is free?
Yes. If the game is absolutely free to play and there is no commercial aspect to it then you’re welcome to do so under the End User License Agreement. But some free games still require a license. If your game is free but is used to advertise a product or service you need a license for that. If your game is free to download and play but you sell content, services or products within your game that also requires a commercial license.
Change the word GAME to MACHINIMA??
UDK comes with some "Built in" assets, static meshes, materials etc. Could one go further and use assets from other real engine games if they were more suitable to the genre / time period of your machinima?? Copyright again??
I am also asking all this from a perspective where some might not have the skills nor time to build assets from scratch BUT have a story to tell that could be told by using premade game assets / characters. Putting that precious time into the telling of the story and the cinematography rather than "reinventing the wheel"?
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