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.
π 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 Brickverseβs 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
Important: Public assets may be reused by others within platform rules. Only upload content youβre comfortable sharing broadly.
π 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.
π₯ Permission Rules (Ownership Mode)
A user can access an Ownership asset only if one of the following is true:
They are the original owner/uploader, or
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.
π Changing an Assetβs DRM Setting
If you have permission to manage an asset, you can:
Go to the assetβs management page
Open Privacy / DRM Settings
Choose Public or Ownership
Save changes
Changes may take a short time to propagate across our storage and delivery systems.
π§ Choosing the Right 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
β 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.
π’ 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
π€ 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.
π³ 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.
π 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
π₯ 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.
π₯ Permission Rules
A user can download or edit a World Tree only if they:
Are the game owner, or
Have a role with edit permissions on that specific game.
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