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DRM - Digital Rights Management

Brickverse provides built-in Digital Rights Management (DRM) controls to help creators and guilds decide how their assets can be accessed, shared, and used across the platform.

DRM settings are applied to supported assets such as textures, logos, decals, audio, and other uploaded media.

There are two privacy levels:

  • Public

  • Ownership

Each setting changes who can access the file and how it is delivered behind the scenes.


πŸ”“ Public Assets

Public is the most open setting.

When an asset is set to Public:

  • Anyone on Brickverse can use it where asset usage is allowed

  • The file can be downloaded and cached through Brickverse’s global CDN

  • It is treated as community-available content

  • No special permissions are required to view or fetch the file

How it works technically

Public assets are:

  • Stored in a publicly accessible delivery layer

  • Distributed via our Content Delivery Network (CDN) for fast global loading

  • Optimized for performance and broad reuse

When to use Public

Public is ideal for:

  • Guild branding meant to be shared widely

  • Community resources

  • Free-to-use textures or media

  • Promotional or open assets

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πŸ”’ Ownership Assets

Ownership is the restricted, private setting.

When an asset is set to Ownership:

  • It is not publicly downloadable

  • It is stored in a private bucket

  • Access is limited to:

    • The asset owner, or

    • Users with edit permissions in the guild that owns the asset

If someone does not meet those permission requirements, the asset file cannot be accessed directly.

How it works technically

Ownership assets are:

  • Stored in private cloud storage

  • Delivered using secure, time-limited access

  • Protected from public scraping or direct CDN downloads

  • Checked against guild role permissions before access is granted

When to use Ownership

Ownership is best for:

  • Internal guild development assets

  • Unreleased or work-in-progress content

  • Paid, exclusive, or restricted-use resources

  • Sensitive branding files

This setting ensures your content stays within your team.


πŸ‘₯ Permission Rules (Ownership Mode)

A user can access an Ownership asset only if one of the following is true:

  1. They are the original owner/uploader, or

  2. They belong to the owning guild and have a role with edit permissions

Regular guild members without edit rights cannot directly access or download these files.


πŸ”„ Changing an Asset’s DRM Setting

If you have permission to manage an asset, you can:

  1. Go to the asset’s management page

  2. Open Privacy / DRM Settings

  3. Choose Public or Ownership

  4. Save changes

Changes may take a short time to propagate across our storage and delivery systems.


🧠 Choosing the Right Setting

Goal
Recommended Setting

Share with the entire community

Public

Keep within your guild team

Ownership

Distribute a free resource

Public

Protect unreleased content

Ownership

Internal branding drafts

Ownership


❓ FAQ

Q: Can Ownership assets ever be accessed publicly? No. They are stored in private infrastructure and require proper authentication and permissions.

Q: Does Public mean anyone can claim ownership of my asset? No. Public affects access, not ownership records. You still remain the recorded creator/uploader.

Q: Can I switch from Public to Ownership later? Yes, but any previously downloaded copies outside Brickverse cannot be revoked.

Q: Does Ownership affect in-game or in-platform usage? No β€” if a system feature allows the asset and the user has permission, it will still function normally. DRM only controls file-level access.


πŸ“’ How Brickverse Displays Guild & World Branding

To ensure branding and promotional visuals display reliably across the platform, Brickverse may internally reprocess certain submitted media.

This includes:

  • Guild logos

  • Guild banners

  • World thumbnails

  • World icons

  • Ad creatives


What happens behind the scenes

When these assets are used in platform-wide surfaces (such as discovery pages, featured sections, search results, or promotional slots), we:

  • Create an internal Developer Asset

  • Store that copy under the Public privacy setting

  • Deliver it through our global CDN

This allows these visuals to be:

  • Visible to all users, including visitors who are not logged in

  • Loaded quickly and reliably across all Brickverse surfaces


πŸ€– Why we re-upload internally

In addition to performance and visibility, this process allows us to run these assets through our existing AI moderation subsystems.

By standardizing logos, banners, thumbnails, and icons as internal Developer Assets, we can:

  • Apply automated safety and policy checks

  • Detect prohibited or restricted imagery

  • Maintain consistent enforcement across all public-facing visuals

  • Quickly review or take action if an asset is later reported

This helps us keep platform-wide promotional and branding areas safe, compliant, and consistent.


🌳 World Trees (Game Source Files)

World Trees β€” the source files for games (similar to a .rbxm/rbxmx-style project file) β€” are always treated as sensitive developer content and are protected with the highest level of storage security on Brickverse.

These files contain the full editable structure of a game, including:

  • Scripts and game logic

  • Asset references

  • World structure and configuration

  • Systems that should never be exposed to players

Because of this, World Trees are never stored as Public assets.


πŸ”’ How World Trees Are Secured

All World Tree files are stored in a private storage bucket with strict access controls.

They can only be accessed by:

  • Users with edit permissions for the game

  • Authenticated Brickverse game servers that are authorized to load the experience

They are not accessible to:

  • Regular players

  • Game clients

  • Users without edit-level permissions

  • Public CDN endpoints


πŸ–₯ Server-Only Access

When a game runs on Brickverse:

  • The server securely fetches necessary game data

  • The client (player) only receives replicated data required to play.

    • Instances like server scripts do not replicate.

This prevents users from extracting:

  • Proprietary scripts

  • Backend logic

  • Anti-cheat systems

  • Unreleased or hidden features

In other words, players can play the game, but they cannot download the source project file.


πŸ‘₯ Permission Rules

A user can download or edit a World Tree only if they:

  1. Are the game owner, or

  2. Have a role with edit permissions on that specific game.

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