For decades, "AI" in gaming described little more than the predictable, rule-based behaviour of computer-controlled opponents. Today, that reality is being fundamentally reshaped by two concurrent technological revolutions:
These systems range from dynamic, "living" characters with their own goals to intelligent backend processes for game testing and dynamic difficulty adjustment, all capable of perceiving, reasoning, and acting on their own.
This twin advancement unlocks immense creative and commercial opportunities, yet the rapid transformation is not without friction. Within the industry, it has created a palpable tension between the executive-level push for efficiency and a growing concern among creative professionals regarding potential job displacement and a homogenization of game design. Another major source of tension lies in the strategic value of intellectual property (IP): game companies typically build strong IP portfolios – comprising storylines, iconic characters, or entire worlds – and are reluctant to risk losing control or distinctiveness by delegating core creative processes to AI. At the same time, this evolution propels developers, publishers, and their counsel into a new frontier of complex legal challenges from an EU perspective. Questions surrounding copyright, compliance with landmark regulations like the EU AI Act, and the responsible use of player data are no longer theoretical but urgent strategic considerations.
This article serves as a legal guide for decision-makers in the gaming industry. It will dissect these core technological transformations (Sections 1 to 2) to provide the necessary context for a deep dive into the critical legal implications in the EU (Section 3 to 9) and the strategic responses required to navigate this new era successfully (Section 10).
1. The Generative AI Content Engine
2. The Agentic AI Revolution: From Scripted Puppets to Autonomous Actors
3. The Copyright Quagmire: Training Data, Ownership, and Third-Party Rights
4. The EU AI Act: A Compliance Roadmap for the Games Industry
5. Platform Law, Youth Protection and Media Regulation in an AI-Driven World
6. Contractual Frameworks in the AI Era
7. Data Protection: The Fuel for Personalized Experiences
8. Beyond Physical Harm: Liability for Defective AI and Data Loss
9. AI Governance: From Policy to Practice
10. Final Recommendations: Navigating a New Legal Landscape
The first pillar of the AI revolution in gaming is “Generative AI”, defined as artificial intelligence (AI) capable of creating new content such as images, text, code, or sounds. For a vast majority of game studios, these tools have rapidly transitioned from experimental curiosities to integral components of the development workflow. Their primary function is to act as a powerful content engine, automating and accelerating complex tasks to an extent that allows development teams to iterate faster, reduce costs, and reallocate human talent to more creative and high-value work.
The earliest stages of development — prototyping and ideation — have become the most fertile ground for Generative AI adoption. Here, AI functions as a creative partner, allowing designers to rapidly explore a wide visual space. An artist can use a text-to-image generator to produce dozens of variations on a character, environment, or prop in minutes, a process that would have traditionally required days of manual sketching. For example, one indie studio reported creating 17 distinct character concepts for a new game in under a week, estimating this would have previously taken a full team over a month, showcasing a dramatic increase in efficiency.
Once a game's artistic direction is set, Generative AI is deployed as a content factory to produce core in-game assets at an unprecedented scale. This is most evident in the creation of 2D and 3D models, where technologies like text-to-3D and image-to-3D have advanced rapidly. A growing ecosystem of specialized platforms now allows developers to convert 2D concept art into thousands of textured 3D models automatically. Some studios report time and cost savings of up to 20-fold compared to traditional modelling pipelines. Major game engines are also integrating these capabilities natively, offering tools to generate sprites, textures, and 3D meshes from simple text prompts.
Generative AI is transforming the creation of game worlds in two distinct ways:
In a similar vein, Generative AI serves as a powerful co-writer and assistant for creating text-based static assets:
While Generative AI provides the static assets for a game, “Agentic AI” provides the dynamic behaviour. This second pillar of the AI revolution marks a fundamental evolution from AI as a tool that generates content to AI as an autonomous system that acts within the game world.
At the heart of any agentic system is a continuous operational cycle that allows for its independent behaviour. This loop consists of three key phases:
For those interested in the application of Agentic AI in industries beyond gaming, we recommend our separate Agentic AI article.
Instead of broad categories, the power of Agentic AI becomes clear when looking at concrete applications that fundamentally change the player experience.
This is the flagship use case for Agentic AI. Instead of a pre-scripted story, the narrative emerges dynamically from the actions of autonomous characters. An NPC is no longer a static quest dispenser or conversational partner with a limited dialogue tree. They have persistent memories, remembering if a player helped or betrayed them in the past. They pursue their own goals and can form relationships with other NPCs, leading to unscripted events and a world that feels genuinely alive. A prime example is a life simulator, which could feature fully agentic NPCs designed to plan, act, and reflect on their decisions.
Agentic AI can also create companions and foes that behave with human-like intelligence.
Agentic AI is also being applied to make the game world itself and its underlying systems more responsive and intelligent.
Parallel to the rapid technological adoption, an intense and unresolved debate over copyright has created significant legal uncertainty for the games industry. The core conflict pits the foundational need of AI models for vast amounts of training data against the fundamental principles of IP protection. This creates a dual challenge: studios must manage the risks associated with the AI tools used during development, while also addressing the novel IP issues that arise from content generated by Agentic AI in real-time during gameplay.
The first major hurdle concerns the data used to train generative models. When AI or even game developers train or finetune their own AI tools, they must consider the legality of using training data like graphics or other game elements that may be protected – e.g., under EU copyright. Using such components for training/fine-tuning AI models generally require the consent of the right holder, typically through licensing public or private datasets.
If a developer wants to obtain data through scraping, the approaches differ across key jurisdictions, creating a fractured global landscape:
The second critical question is whether content created by Generative AI can be protected by copyright at all. Both EU and US copyright law require a minimum level of human creativity for protection.
Under both EU and US copyright law, the core issue with Generative AI lies in the requirement of human authorship: protection is only granted if a human meaningfully shapes the creative output. This means that the AI must function as a tool, not as the true originator of the work. The human must retain creative control over the process — whether through substantive pre-selection of inputs controlling all creative decisions in the process (e.g., using original, human-created textures or narratives as context for generation and let the AI just slightly modify it) or through significant post-editing, curation, and integration of the AI output into a larger, human-driven creative vision. If the AI’s contribution dominates and the human role is merely technical or editorial, copyright protection is likely to be denied under both regimes.
As a result, AI-generated content may only be protected if a human exercises creative control — potential example (still subject to clarification under EU case law): For instance, a game designer might input richly detailed, self-created character concepts into an AI tool, which then suggests minor stylistic variations. If the AI merely refines what is essentially a human creation, copyright protection extension to this final product is likely — the designer retains creative control. In contrast, simply pressing “generate” and inserting the unedited output into a game is unlikely to meet the threshold for copyright protection — under either regime.
This has profound implications for game developers. If key game assets — such as character designs, environments, or story elements — are generated by AI without significant and demonstrable creative input from a human, they may not be protected by copyright. This would mean such assets could fall into the public domain, allowing competitors to freely use them without consequence. The more significant the IP is to the game's identity, the more crucial sufficient human intervention becomes to secure ownership.
Developers have a fundamental duty to ensure their game content does not infringe on third-party rights.
While the risk of IP infringement is not new, the speed and scale of AI-generated content production significantly increase the likelihood of unintentional overlaps with protected third-party works. Unlike traditional asset creation, where references and influences are easier to track, generative models may reproduce elements from vast training datasets in ways that are hard to trace or predict — especially when prompts are vague or generic. This risk is particularly pronounced in games, which often combine a wide range of creative elements — such as characters, visual assets, music, dialogue, and lore — into a single product. The sheer density and diversity of creative components make it more likely that some AI-generated content unintentionally resembles existing IP.
The first line of defence is a rigorous “sanity check” process, designed to identify and flag potentially infringing elements before they make it into the final build. In practice, this may include: Reverse image searches or similarity detection tools for AI-generated art or textures and manual IP clearance reviews by legal or IP-savvy teams, particularly for characters, names, logos, and UI elements.
For residual risks, studios often rely on contractual safeguards. Choosing a low-risk AI provider that offers indemnification against infringement claims is a key step. However, it is important to recognize the limits of this fallback: contractual indemnification often has its own hurdles and, crucially, does not protect a studio from an injunction that prohibits the use of an infringing asset, which could force costly post-launch patches or content removal.
The second, more novel set of challenges arises when Agentic AI generates real-time content dynamically during gameplay, creating a live and unpredictable environment.
Since fully autonomous, machine-generated story arcs, dialogue, or items may not meet the threshold for copyright protection, studios face the challenge of securing ownership over their dynamically evolving game worlds. A viable strategy is to ensure the Agentic AI pipeline relies on a pre-cleared "design corpus" of assets — such as iconic characters, core plot elements, and key items — whose existing copyrights can extend to the AI's output when these elements are recognizably reproduced. This leads to a core principle: the more important the asset, the more tightly the AI agent must be constrained, in some cases even to deterministic behaviour (i.e., generating a specific, predefined output out of the design corpus).
Beyond securing rights for training data and base assets, developers must also ensure that their Agentic AI systems do not infringe third-party rights in real time. There is the risk that courts may well attribute the AI’s outputs to the game provider who chose to deploy it — particularly where the provider retains control over the system’s capabilities and integration.
If an in-game AI generates content that is recognisably derived from a third party’s copyrighted work, the provider may face direct liability for unauthorized reproduction or communication to the public — unless a valid licence or statutory exception (e.g., parody or pastiche) applies.
To manage this risk, developers should implement content boundaries and technical safeguards, such as: Restricting the model’s ability to generate certain types of content (e.g., through content filtering) and ensuring human oversight for high-risk outputs (e.g., player-facing dialogue, visuals, or story elements).
In multiplayer or user-generated content (UGC) settings, where players influence the AI’s output (or are able to produce in-game content with AI themselves), a notice-and-action-based liability model — similar to that under the EU DSA — could be appropriate. Under such a model, providers might only face liability after receiving a specific, sufficiently detailed notice and failing to act expeditiously. While this model is not (yet) codified in IP law, future regulatory or case-law developments may push in that direction — especially as AI-enabled player creativity blurs the line between system autonomy and user agency.
It is a common misconception that the “EU AI Act” (Regulation (EU) 2024/1689) holds little relevance for the games industry, based on the assumption that most traditional in-game AI — such as for NPC pathfinding — does not fall into any of the EU AI Act’s categories. However, this view is overly simplistic. In a world increasingly reliant on Generative and Agentic AI, a careful assessment against the Act's classifications and, crucially, its obligations for “GPAI” (General-Purpose AI) models is essential. The arrival of the EU AI Act therefore presents a dual challenge: Studios must navigate not only the direct application risks posed by their in-game mechanics but also the separate, complex regime governing the GPAI models that power both development and live operations. Its extraterritorial scope means these rules apply to any company whose AI systems are used by players within the EU, regardless of the company's location.
This first layer of compliance requires studios to assess their game designs against the Act's risk-based pyramid. For most, the strategy will be to design systems in a way that avoids the highest-risk categories entirely.
Separate from the application risks, a distinct set of rules applies to the underlying GPAI models themselves. Since many of the Generative and Agentic AI tools used in game development and operations can easily qualify as GPAI models, studios must conduct a careful, multi-step analysis to understand their potential obligations:
The first step is to determine if an integrated AI — be it a LLM for NPC dialogue or a text-to-3D generator — falls under the Act's definition of a GPAI model. The official “GPAI Guidelines” recently published by the EU's AI Office provide new clarity on this classification (including training compute thresholds), helping companies to assess the models they use. These models must be distinguished from the systems into which they are integrated (including, among other things, the addition of a GUI).
This distinction is the most critical fork in the road, as the comprehensive GPAI obligations fall on the Provider, not the Deployer (i.e., the commercial user). However, this classification is not always straightforward. A studio can become a de facto Provider, even if it doesn't build a model from scratch. This can happen if a studio commissions the development of a model and then places it into service under its own name or brand, even for purely internal use.
Here again, it is crucial to clearly distinguish between the model level and the system level. There is a possibility that the system into which the GPAI model (e.g., an LLM) has been integrated (e.g., a game) is placed on the market, but not the underlying model itself. This would not trigger any GPAI obligations. However, legal fictions can still pull a company into the Provider role: If a studio integrates a never published GPAI model (e.g., an LLM) into its own product (e.g., a game) and then places that product on the market, the integrated GPAI model may be considered "placed on the market," making the studio its Provider.
The most common use case for many studios is the adaptation of a pre-existing foundation model (esp. open source LLMs) through fine-tuning. A critical question is when this modification is substantial enough to make the studio the Provider of a "new" GPAI model. The GPAI Guidelines provide specific criteria to assess this (again, including training compute thresholds), forcing studios to carefully evaluate the extent of their modifications. A simple fine-tuning for a narrow task may not suffice, but a more significant alteration that substantially changes the model's core capabilities could easily trigger full Provider obligations.
If a studio determines it is a Provider of a GPAI model, it must adhere to a specific set of obligations. These include preparing technical documentation for the AI Office and downstream providers, establishing a copyright policy to demonstrate how it respects IP law, and publishing a sufficiently detailed summary of the data used for training. To aid in this, the AI Office has published practical tools, including the “GPAI Code of Practice” and an official template for the training data summary. However, fulfilling these obligations remains a strategic tightrope walk: Studios must disclose enough information to satisfy regulators and avoid fines – without at the same time providing potential litigants, such as rights holders scrutinizing training data, with unnecessary ammunition.
As Generative and Agentic AI transform games into dynamic, ever-evolving online environments, this may increasingly raise questions under platform regulation, media and youth protection frameworks, as well as consumer protection law.
For developers, this means they may need to navigate a legal landscape where certain games — especially those with interactive, AI-driven features — could be viewed more like online platforms, potentially triggering stricter obligations around content governance, age-appropriate design, and player safeguards.
The EU's Digital Services Act (DSA), fully effective since February 2024, is highly relevant for games that allow players to create and share their own content. If UGC plays a significant role in a game, the developer may be classified as a host provider or an online platform, triggering a host of obligations.
One key regulatory aspect under the DSA is the notice-and-action mechanism, which requires providers to implement systems for removing illegal content upon receiving a sufficiently substantiated notice. This obligation can directly apply to AI-generated user content. Compared to the pre-AI era, generative tools dramatically lower the threshold for users to create and distribute complex content, including content that may infringe IP rights or violate other legal standards. For example, if a player uses an external AI tool to create infringing or otherwise illegal material and uploads it into the game environment, the game provider may be required to act promptly once properly notified.
The challenge may become more complex in the future when developers themselves offer Generative AI tools within the game, such as allowing players to create custom in-game items, dialogue, or avatars. In these cases, it is advisable to implement preventive safeguards as part of a broader content moderation strategy — for instance, by blocking certain prompts that are likely to generate pornographic, hateful, or otherwise prohibited content.
When Agentic AI generates content in real-time, it raises significant challenges for existing youth protection laws. These regimes typically distinguish between several regulatory categories, each posing a unique problem for dynamic AI systems.
The deep integration of AI into the gaming ecosystem necessitates a thorough review and adaptation of key legal agreements. As dynamic, AI-driven systems blur the lines between developer, technology provider, and player, well-crafted contracts become a critical tool for allocating rights, defining responsibilities, and mitigating risk.
The End-User License Agreement (EULA) and/or a game’s Terms of Service (ToS) form the core of the relationship with the player. With the advent of AI, these documents require careful updates:
The classic developer-publisher relationship is also being reshaped by AI, requiring contracts to address new types of risk and technical requirements:
When licensing AI tools from third-party providers, the underlying contract is one of the most important risk management instruments a studio has:
Game developers must also adhere to the terms of service set by the platforms where they distribute their games, such as Steam, the PlayStation Store, or the Apple App Store:
The integration of Generative and Agentic AI into gaming is revolutionizing the way player data is handled, enabling the processing of unprecedented volumes of information. However, this innovation comes with the critical responsibility of complying with strict data protection regulations, particularly the General Data Protection Regulation (GDPR) in the EU. As AI systems rely on player data as their fuel, addressing data protection becomes unavoidable in several key areas. It is also crucial to note that a growing body of official publications and guidance from both EU institutions and national data protection authorities addresses the complex interplay of AI and data protection, all of which must be carefully considered.
The EU is currently modernizing its liability rules for the digital age. It's important to distinguish between two key initiatives:
The first was the proposed “AI Liability Directive” (AILD), which has since been put on hold. Its aim was to harmonize rules for fault-based liability claims, making it easier for victims to prove that someone's negligence in handling an AI system caused them harm. Its focus was often on scenarios involving physical damage, making its direct relevance to the pure software environment of gaming somewhat limited.
More impactful for the games industry is the recently revised “Product Liability Directive” (PLD). This directive governs the no-fault or "strict" liability of manufacturers for defective products. The modernization is significant for two reasons: the definition of "product" now explicitly includes standalone software and AI systems, and the definition of "damage" has been expanded to cover the loss or corruption of private data. This means that if a defect in a game's AI system corrupts a player's save file or deletes their digital inventory, this could now trigger a product liability claim against the studio. While not an all-encompassing threat, this development adds another layer of potential liability that studios must consider when designing and deploying AI systems.
The preceding chapters have highlighted the significant opportunities, and the complex legal risks associated with Generative and Agentic AI. Navigating this landscape successfully requires more than a one-time discussion with legal counsel. The insights gained from analysing the AI Act, copyright law, and data protection must be translated into concrete, actionable guidelines for all employees who interact with AI systems. Without a structured approach, companies risk creating a chaotic and dangerous environment.
The worst-case scenario is a company with a sprawling portfolio of both approved and unapproved AI tools — the latter often referred to as "Shadow AI" — where leadership has no overview of the risks being taken. In such an environment, it is impossible to ensure that employees are adhering to legal requirements, protecting company IP, and safeguarding sensitive data. The most effective countermeasure is a consistent and well-communicated AI Governance framework. The foundational first step in building this framework is the creation of a comprehensive AI Use Policy. This policy should not be a one-size-fits-all document but rather a practical guide that provides clear rules and risk-based guidance for different employees and specific use cases. For example:
A well-implemented AI Governance framework is not about restricting innovation. It is about enabling it responsibly. By providing clear guardrails, companies can empower their teams to leverage the power of AI safely, turning legal compliance into a sustainable competitive advantage.
Successfully navigating the new nexus of AI, law, and interactive entertainment requires a proactive and strategic approach. For developers, publishers, and their counsel, the following actions are essential for mitigating risk and thriving in this new landscape:
By balancing the immense potential of Generative and Agentic AI with a steadfast commitment to legal diligence and ethical principles, the games industry can successfully navigate this new frontier, ensuring its future is not only innovative but also safe, fair, and respectful of player rights.