Cities: Skylines

Cities: Skylines

49 ratings
Content creator rights and how to enforce them
By Avanya
A guide mainly intented to let content creators know what right they have over their workshop assets and how to deal with others stealing their work.
   
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Intro
As content creators, no matter if we're talking assets, maps, mod or anything else, we put alot of time into the things we make and share it with our fellow gamers. But what sort of rights do we have over our creations once they're shared on the workshop? And what to do if someone posts our creation as their own? That's what I'll cover in this guide. :)

I'm not a lawyer - all I have is a decent understanding of English and some experience with how Valve handles stolen creations on the workshop. And I'd like to help other creators, who see their creations passed off as someone elses. I only have experience with creations, which are 100% mine and aren't based on any trademarks - I can't say how Valve handles derivative work or creations using trademarks such as Shell or Wallmart.
Your rights
So what sort of rights do you have when you've uploaded something to the Workshop? Actually more than you might think! ;) Everything in this guide comes from the Steam Subscriber Agreement as it stands the 20th of Marts 2017 - I'll try to keep it up to date as best as I can. :)

Ofc you've read the agreement - we all have! But it's a legal document with all the 3 lines long sentences and legal wordings most of us aren't used to. ;) I'll grab some parts of it here, which are relevant to content we upload to the workshop and try and explain it in simpler terms. Most of it is about the rights Valve have and what we can expect from them, but some of it also protects us from others stealing our work.

6. USER GENERATED CONTENT
D. Representations and Warranties

You represent and warrant to us that you have sufficient rights in all User Generated Content to grant Valve and other affected parties the licenses described under A. and B. above or in any license terms specific to the applicable Workshop-Enabled App or Workshop page. This includes, without limitation, any kind of intellectual property rights or other proprietary or personal rights affected by or included in the User Generated Content. In particular, with respect to Workshop Contributions, you represent and warrant that the Workshop Contribution was originally created by you (or, with respect to a Workshop Contribution to which others contributed besides you, by you and the other contributors, and in such case that you have the right to submit such Workshop Contribution on behalf of those other contributors).

I underlined the important sentence there. Because we pass on a bunch of rights to Valve (described in 6.A. and 6.B.), we need to have the rights to do that. Just like we can't sell someone elses things, we can't give Valve rights to something, we actually don't have the rights to ourselves. This is what enables you to report the item in question to Valve and have it taken down (if that's what you want ofc).
Reporting an item
So someone has uploaded your creation to the workshop without your permission and without giving you credit - well, that sucks! You can ofc try and comment on the item and ask the person to take it down, but often times those comments just get deleted. So how do you report it?

First up you want to find the little flag under the pictures and above the "Subscribe" button.



A little window pops up, but this isn't it. You'll want the link highlighted in the picture below.



Another window pops up and this is what you want.
Filling out the Notice of Copyright Infringement
I'll take you through how I usually fill this out and what kind of proof I provide.

1. Identify Content
"Please describe the specific content on Valve’s systems you say is infringing"
In the first box I usually describe the item in question, which in my example here is a stack of containers. Since it doesn't have any decorative props or trees it's pretty easy here, but for buildings it's worth pointing out what we're talking about. :)

"Identify the copyrighted work that you claim is being infringed"
Here I include a link to my creation and an image of the original files along the lines of this one:



As you can see I make sure the folder shows the date created. I usually say something along the lines of this:

This is my original creation uploaded the DATE from on this Steam account. I've included a screenshot of the original files along with their creation date, which all preceed the upload date of the item in question.

2. Your Contact Information
This is - you guessed it - all your contant information. It's important for this to be correct ofc and the same as your Steam account info (which isn't a problem if you keep your personal info up to date). In my experience the only thing Valve use of this is the email you provide, which is where they send you a response on the case.

3. Authorization & Signature
Of the first two pick the one that applies to you (usually the first unless you're reporting something on behalf of someone else). Tick the rest of the boxes, "Sign" your name and prove you're human. ;)

Hit "Submit" and you're done. It usually takes a few days before you hear anything - for me it's been 2-4 days in most cases. When I've provided the proof listed above Valve have taken down the item in question and that's been the end of it (since the other person has had no proof that my creation was actually theirs).
The end!
That's it. I hope this guide was helpful to you. And remember you can always put in the description of your items how they're allowed to be shared if you're fine with that - or that they aren't allowed to be posted on any other account. :)

I personally like to keep some control over what happens to my creations, but I'm not opposed to sharing some of my work. To me there's a huge difference between someone asking for permission for an idea they have and someone just changing a few trees or some stats and not mentioning where the asset actually came from.
12 Comments
zenel.kodra 7 Jul, 2024 @ 6:11am 
Two items have been reported on the gmod workshop, owned by Nintendo the Pokémon ball and the zapper
m4gic 23 Mar, 2021 @ 4:58pm 
It is never my goal to claim credit for a model (I have tried Blender - cannot yet progress beyond staring at the vanilla cube) but what I am doing also takes a significant amount of time. I am doing it without expectation or acceptance of any reward beyond having these District Styles and Collections subscribed to by thousands of CS players.

If anyone reading this sees any model of theirs in any of my work and the workshop indicates it is "made by me" and the description does not clearly attribute you: please let me know. I will correct it immediately or, if you insist, delete the file from the WS.

Let's hope in the spirit of community and cooperation that we all work in good faith to make the game better for everyone, and give credit where it is due from original modelers (without whom the vanilla game would have died long ago) to non-modeler contributors who do things with the game to make it endlessly more enjoyable and playable, limited only by our imaginations.
m4gic 23 Mar, 2021 @ 4:58pm 
As someone who routinely scours the Workshop for certain models to fit various District Styles and Collections that I make I am constantly running into "I wish there was..." and with ModTools I have been able to take some of these wishes and make them real. As I add them to the Workshop I intend to credit each maker of a model as the original creator and state that I did not make the model. I sometimes need to add props (like christmas decorations) and sometimes need to take a whole model and re-purpose it (a sandstone building becomes a functional Industries DLC bakery, for instance).

I try to do this only when absolutely necessary, as it is not always possible to obtain permission. Sometimes the person who uploaded the original is offline for years, sometimes they just don't respond.

I would hope that in instances like these a model maker would comment on the workshop page of the item and make clear their wishes about their model, re-used and re-uploaded in this manner.

Sasquatch 22 Oct, 2020 @ 11:56am 
People also need to remember that "copyright" is a legal process. Creating something does not give you "copyright" of that thing anymore than building something gives you a patent. You have to file for a copyright and pay a fee the same as you do for a patent. Simply slapping "copyright" on your work won't give you any legal protection.
Kebbin07 16 Apr, 2020 @ 7:32pm 
Thank you. Very helpful!
FatOldCat 6 Aug, 2017 @ 11:27am 
Yeah, if you made a model in Blender or something, you'd have a stronger argument for saying you made a derivative work. In the end, copyright law is extremely complex and generally whoever has the most expensive lawyer wins the suit. However, for assets like highway intersections, those are all made using proprietary images so the developers basically have the full copyright to any intersection you make inside the asset creator, since you're using their images.
Avanya  [author] 6 Aug, 2017 @ 6:37am 
@大肥胖老猫: An original model made from scratch using CC0 license lands the copyright at the creator. Since CO have provided means to import models to the game and upload them to the workshop, I think we can safely asume they have an agreement on use of the game's functions. You're right that buildings from the game with a few props changed would have a copyright belonging to CO, but if they had a problem with those being shared on the workshop, they A) wouldn't have given us a direct way of doing so and B) wouldn't need to go through the same steps as workshop creators to have them taken down.

This guide is intended to let creators know what they can do, when someone grabs their work off the workshop and reuploads it as their own.
FatOldCat 4 Aug, 2017 @ 2:50pm 
Even though you think you are designing your own asset as derivative work, you're using proprietary images and functions that were provided in the game by the original copyright holder. Derivative work in copyright law requires you to use originality - that means, as soon as you link to a function in the program through the program's library, you're no longer using originality and your work will be considered as rote/uncreative work based on the underlying code in the game.
AmiPolizeiFunk 21 Mar, 2017 @ 9:13am 
Hear, hear! :medkit:
Bugâ 20 Mar, 2017 @ 3:48pm 
Amazing guide!