Game Studio IP Security

Your Game Source Code and Art Assets —
Locked Down Before They Leak.

AnySecura protects game IP across Unreal, Unity, Perforce, and render servers — transparent encryption, zero pipeline changes, full leak traceability.

source code breach scenario inspired by Cyberpunk 2077
CODE BREACH
art asset theft scenario inspired by The Last of Us II
ASSET EXFIL
unreleased IP exposure scenario inspired by Elden Ring
UNRELEASED IP
contractor access risk scenario inspired by God of War Ragnarök
VENDOR RISK
insider leak scenario inspired by GTA VI
INSIDER LEAK
0 Changes
To Unreal, Unity, or Perforce — deploy silently with zero pipeline disruption
< 1 Day
From agent install to full studio-wide coverage across all developer machines
100%
File-level encryption that travels with every asset — USB, cloud, and contractor devices
Real-Time
Audit log of every file access, copy, and upload — always attributed to a named user
The Risk Landscape

Why Game Studios Are Prime Targets

Engine code and unreleased designs sit on hundreds of shared machines for years before a title ships.
multi-year game development timeline showing extended IP exposure window

Multi-Year Development Cycles Create Extended IP Exposure

Games take three to seven years to ship, with contributors rotating in and out while IP lives on shared machines throughout.
3–7 Years Average window production assets exist on shared systems before a title ships
contractor access with no scope or expiry creating game asset exposure risk

Contractor Networks with No Access Scope or Expiry

Contracted studios and freelancers have the same file access as permanent staff — but credentials often stay active days past departure.
68% Of insider incidents involve employees or contractors with active credentials at time of breach
game studio IP value — source code and unreleased assets as high-value theft targets

High IP Value Makes Every File a Target

Proprietary engines and unreleased art command high market prices — making every file on your network a target.
$1B+ In game IP stolen or leaked from major studios between 2019 and 2023
pre-release game concept art leak destroying the controlled marketing reveal

Pre-Release Leaks Destroy Controlled Reveal Strategies

One concept art leak kills a months-long reveal campaign. A source code breach hands competitors your unreleased title.
181 Days Average time to detect a breach — often after the title has already shipped
Documented Breaches · 2022–2026

The Studios Had Version Control, Firewalls, and NDAs.
They Still Lost Their IP.

Version control, network security, and DLP were all in place — none of them stopped the leak.
CRITICAL · INSIDER BREACH
SEP 2022
90 GTA 6 Dev Videos Leaked via Internal Slack

LAPSUS$ phished one employee, gained Slack admin access, and pulled 90 unreleased gameplay clips — Perforce was never touched. All exfiltration happened at the communication endpoint.

90+
Dev videos leaked
1
Phishing entry point
↗ BleepingComputer · Full Coverage
CRITICAL · RANSOMWARE EXFILTRATION
DEC 2023
1.67 TB Dumped: Wolverine Source, Spider-Man 3, X-Men Roadmap Through 2033

Rhysida phished to Domain Administrator in 25 minutes, demanded $2M, then published 1.67 TB — Wolverine source, Spider-Man 3 concept art, an X-Men roadmap through 2033, and passport scans.

1.67 TB
Data published
$2M
Ransom demanded
↗ Axios · Full Coverage
HIGH · ASSET EXPOSURE
MAY 2026
155 GB PC Build Published on Steam 10 Days Before Official Launch

Microsoft published the complete 155 GB PC build to Steam unencrypted — 10 days before launch. Pirate groups distributed it within hours.

155 GB
Build files exposed
10 Days
Before official launch
↗ Tweaktown · Full Coverage
The Coverage Gap

What Your Current Setup Doesn't Cover

Each common control leaves one exploitable gap — and attackers don't need technical sophistication to use it.
01
Version Control Stops at Checkout
Tracking stops the moment a file leaves the depot. Copies to personal drives leave no audit trace.
02
Contractor Access Has No Expiry
Contractor folders span the whole project, not just their deliverable — and credentials stay active until IT manually revokes them.
03
DLP Doesn't Know Game Formats
Enterprise DLP is tuned for office documents. Unreal packages, Unity scenes, and proprietary binary formats pass through as unknown.
04
Encrypted Channels Bypass Network Controls
Git pushes and cloud uploads look like ordinary TLS traffic — a firewall can't distinguish source code from a web page.
How AnySecura Works

Three Independent Layers. One Agent.

One lightweight agent closes all three gaps simultaneously — across every machine in your studio.

Encrypt at Creation, Decrypt by Policy

Driver-level encryption — authorized tools read files normally; anything outside the policy sees only unreadable ciphertext.

  • Transparent to Unreal, Unity, Maya, Perforce, and all game tools
  • Contractor access auto-expires on contract end date — no manual offboarding

Control Outbound Channels at the Endpoint

Endpoint controls block and log every outbound attempt before data leaves the machine.

  • USB and removable media blocked at the device driver
  • IM and email attachment controls for Slack, Discord, and Outlook

Trace Any Leak Back to Its Source

Per-access watermarks identify user and session — when a leak surfaces, trace it to the source in hours.

  • Survives screenshot, phone photo, and re-export
  • Tamper-proof audit log for every file open, copy, and transfer
In Practice · File Encryption

Source Code and Art Assets — Encrypted on Every Machine, Invisible to Every Tool

Engineers work in Unreal, Unity, and Perforce unchanged — the driver decrypts transparently. That same file on a USB or personal cloud is unreadable ciphertext. Contractor access auto-expires on the end date.

Transparent Encryption Document Control Application Control Cloud Document Backup
game developer workstation showing Unreal Engine project files protected by transparent encryption
In Practice · Contractor Access

Contractors Access Only Their Deliverable — Nothing More, Never Past Their End Date

Contractors receive access scoped to specific folders, machines, and dates only. It expires automatically on the end date — no IT action required.

Document Control Watermarking & Document Tracing Sensitive Content Inspection Audit Log
contractor access control dashboard showing scoped time-limited asset access and audit log for game studio
In Practice · Leak Investigation

Unreleased Assets Surface Online — Traced Back to One Machine Within Hours

Unreleased art surfaces on a subreddit three weeks before your reveal. Thirty people had access. The forensic watermark, embedded at each view or export, identifies the source user within hours — surviving crop, recompression, and phone-camera capture.

Watermarking & Document Tracing Print Control Audit Log Document Control
forensic watermark trace identifying source of leaked game concept art to a specific user session
Deployment Scope

One Agent. Every Machine in Your Pipeline.

One agent, one console — workstations, render nodes, build servers, and remote contractors. Deployed studio-wide in under one business day.
Developer Workstations

Covers every dev machine studio-wide — policy follows users to remote offices and co-dev partners.

Render Farms & GPU Nodes

Render farms process sensitive art assets — the server agent encrypts outputs under the same policies as workstations.

Build Servers & CI/CD

Compiled builds and packaged assets are encrypted under the same policies as source files.

Remote & Contracted Teams

Remote teams and contractors share the same agent and policy — scoped access, channel blocking, and watermarks apply everywhere.

Why AnySecura

Why Studios Choose AnySecura

Built for the specific demands of game development — not adapted from generic enterprise security.

Zero-Touch Encryption

Files encrypt at creation — no extra steps for developers, and no file is ever left unprotected.

Contractor-Ready

Contractors and co-dev partners fall under the same policy as staff — no separate workflow or VPN required.

Full Pipeline Coverage

Render farms, build servers, and CI/CD agents all run under one console — artifacts are as protected as source files.

Forensic Audit Trails

Every access is logged with user, device, and timestamp — a clear evidence chain for any leak investigation.
Ask AI

Ask AI for a
Second Opinion

An unbiased take on AnySecura,
from the AI you already trust.
FAQ

Game Studio Security — Frequently Asked Questions

  • 1. How does AnySecura stop insider threats like developers exfiltrating source code to personal git repositories?
    AnySecura encrypts every file at rest on managed machines — code pushed to any unauthorized git repository arrives as unreadable ciphertext. Without an authorized endpoint and valid policy, the data cannot be read, compiled, or used regardless of where it was pushed.
  • 2. Does AnySecura's file encryption software work with Unreal Engine and Unity without modifying build pipelines?
    Yes. AnySecura operates at the file-system driver level — Unreal Engine, Unity, Maya, and Perforce read and write files normally, with no plugin, SDK, or build script changes required.
  • 3. How does role-based access control work for contractors and outsourced art studios in game projects?
    Policies define decryption rights by directory, time window, and authorized machine — a contractor accesses only the folders relevant to their deliverable, for the contract duration only. Access expires automatically at the end date with no IT action required.
  • 4. Can AnySecura's watermarking help trace a leaked game asset or concept art back to the responsible user?
    Yes. AnySecura embeds an invisible digital watermark the moment each user views or exports an asset — encoding identity, machine, and timestamp. It survives screenshot, crop, JPEG re-compression, and phone-camera capture, and produces a forensic report within hours.
  • 5. Can AnySecura cover render servers and build machines, not just developer workstations?
    Yes. The same lightweight agent and policy console covers Windows workstations, render farm nodes, and build servers — render outputs and build artifacts are encrypted under the same policies as source files.
Get In Touch

Worried About a Source Code or Asset Leak?

Tell us about your studio's setup — on-prem Perforce, remote contractor access, or outsourced art pipelines. We'll show you exactly how AnySecura closes the gaps in your current workflow.
Contact Us Start Free Trial
  • Transparent encryption — zero changes to Unreal, Unity, or Perforce
  • Source code pushed anywhere stays encrypted — only trusted studio machines can decrypt
  • Contractor access auto-scoped and auto-expired at contract end
  • Forensic watermarking traces any leaked asset to a specific session
  • One agent covers workstations, render servers, and build machines
  • Typically deployed studio-wide in under one business day

Ship the Game.
Not the Source Code.