Likeness rights in games
Games have already produced some of the highest-profile likeness disputes: athletes, actors and private individuals discovering themselves in titles they never agreed to. As AI tooling makes it trivial to generate characters from real faces, the exposure only grows.
Actorsy solves the input side. Every face in the register belongs to a verified person who has consented to gaming use and set a rate for it. License a face for a lead character, or fill a city with background NPCs drawn from real, consenting people rather than a scraped dataset.
How it works
Search by look, age range and region, filtered to talent who allow gaming use. License individuals for named characters, or license at volume for NPC populations. Every licence generates a contract recording scope, territory and term, and every person is paid through the platform.
Studios with an existing character pipeline can integrate through the Actorsy API: search, preview, quote and license programmatically.
Typical fees
Typical talent fee ranges. Each person sets their own rate.
Common questions
Can we base a game character on a real person?
Yes, if they consent. Basing a recognisable character on someone without permission has produced repeated litigation in the games industry. An Actorsy licence records documented consent from an identity-verified person for gaming use.
Does one licence cover sequels and DLC?
A licence covers the scope and term recorded in the contract. If your use extends beyond it, renew or extend the licence. That precision is what makes the rights defensible.
Can we license faces in bulk for NPCs?
Yes. You can license multiple people in one order, and background or crowd rates are set accordingly. Talk to us about volume needs and API access.
Ready to cast?
Studios and platforms can register to browse the talent pool, or tell us what you are building at [email protected].