
A game studio can license its art and code to AI companies, and two firms we work with name this data directly. Polyshares lists video game studios among the industries in demand, and Ventra told us video game datasets could come from a team of any size, even one person. What's on offer is the working material of a shipped game: meshes, textures and animation, engine scenes and physics, source code, input logs, design docs and bug history.
The interest comes from world models, AI systems that learn how a physical space behaves. Origin Lab raised $8 million in 2026 to turn game physics, 3D environments and camera data into licensed data, and General Intuition raised $320 million to train on gameplay clips that record exactly which buttons a player pressed. Those are funding rounds, not prices paid to studios, and we found no published price for a studio's archive.
The harder question is which parts are yours to license. Engine terms, store assets, middleware, licensed music, outsourced art and publisher deals can each sit on part of a project, so list who made what before a first call. Then take the quiz to see which partners fit a studio your size.
Worth
What a studio's data may be worth
Set for a typical studio, 15 staff and 6 years of records. Move the sliders to match yours. Our estimate, not an offer.
Buyers
Which buyers want this data
Buyers whose own published rules fit video game studios. We can introduce you to the ones we work with.
Ventra
Told us video game datasets don't need its 30-person minimum and could come from one person. Its format list names Unity, Unreal, FBX, Maya and Blender.2,11
- $100K to $2M as potential deals, Ventra says12
- None today, though it may add fees with notice13
- An offer in 3 to 7 days, then paid on net 30 or 6012
Watch out for: Its terms say delivered data may not be deletable.14
Polyshares
Names video game studios among the industries in demand, and buys a software company's codebase on its own.1,15
- $100K to $2M+, Polyshares says9
- None, Polyshares says16
- An offer in 1 to 2 weeks, then paid in 30 to 60 days17
Watch out for: Exclusive by default, and every deal it lists is exclusive with no end date.18,19
Who wants this
Do buyers want video game studios?
No buyer publishes prices by industry, but their own intake forms show which industries they rate higher.
Which buyers take a studio your size
Shown for 15 staff, a typical studio. Ask whether contractors and part-time staff count.
micro1
Polyshares
No headcount rule; the length and texture of the record matter more22
Mode
30+ employees (accounting, finance and medical 10+, law firms 6+)23
Pewter
20+ staff and 3+ years; by industry, from 10+ (healthcare) to 50+ (manufacturing, finance)24,25,26
Grepped
No headcount minimum stated27
Ventra
30+ US employees and 3+ years of records28
Mercor
None stated29
Troveo
No minimum stated; its estimator starts at 2030
Nyne
20+ US W-2 employees and 3+ years31
Endless
Roughly 30+ employees32
Supersoniq
50+ employees and 5+ years33
Scale AI
40+ employees preferred, assessed case by case34
Replay
20+ full-time employees on its referral page; its valuation form accepts fewer35
Collinear
Best fit about 50+ people; smaller teams with deep records can work36
What buyers value
What in a studio's records buyers value
What buyers look for in your records, and what to talk through with your buyer before anything leaves your systems.
| Data | Where it lives | Why a buyer values it | Raise with the buyer |
|---|---|---|---|
| Final art: meshes, textures and animation | Maya, Blender, FBX exports | Thousands of finished objects with materials, rigs and motion, all made to one style. | Anything bought from an asset store, and art made by outside vendors. |
| Engine projects, scenes and level data | Unity, Unreal | Whole spaces with physics, lighting and collision already set up, the kind of data Origin Lab is reported to want. | Which engine terms apply to each project. |
| Source code and shader history | Git, Perforce | Years of commits showing how systems were built, broken and fixed. | Engine source, middleware and plugins inside the repo. |
| Input logs, replays and gameplay capture | Analytics exports, replay files | What a player pressed and when, the kind of record General Intuition trains on. | Player accounts, names and voice chat. |
| Design documents and bug history | Jira, Confluence, Notion | Why a feature changed, written down by the people who changed it, with the bug that forced it. | Nothing specific |
| Cutscenes, trailers and motion capture | Shared drive, Perforce | Video and motion data tied to the scene files that produced it. | Voice actors, performers and licensed music. |
A week of records
A week of data at a studio
- Monday: a level artist blocks out a canyon in the engine and commits 40 files with a note on scale.
- Tuesday: a designer rewrites the jump tuning doc after playtesters keep missing the same ledge.
- Wednesday: QA files 25 bugs from the new build, each with a replay and steps to repeat it.
- Thursday: an animator pushes three versions of a climb cycle and the lead picks one in comments.
- Friday: the build team logs why a patch slipped and what has to ship first next week.
Process
How it works with each buyer
In each buyer's own words. Where a buyer publishes nothing, we say so.
Selling or closing
Selling or closing your studio? License its data first
Studios close, get bought or shelve a project, and the archive usually just sits on a server. If that is happening, list the shipped and cancelled projects before the team scatters, because the people who know who made what are the ones leaving. Ventra's partner page lists owners selling or winding down as a strong fit, and Polyshares says it has a large appetite for companies winding down or closed.3,4
FAQ
Video game studios: questions, answered
Polyshares says it buys a software company's codebase on its own, without the other systems it usually asks for. Ask whether it treats a game codebase the same way, and what happens to engine code inside the repo.15
Every business is different, so this one is best talked through with the buyer you're working with. Their team goes over it with you before anything is signed.
Every business is different, so this one is best talked through with the buyer you're working with. Their team goes over it with you before anything is signed.
Every business is different, so this one is best talked through with the buyer you're working with. Their team goes over it with you before anything is signed.
Every business is different, so this one is best talked through with the buyer you're working with. Their team goes over it with you before anything is signed.
Every business is different, so this one is best talked through with the buyer you're working with. Their team goes over it with you before anything is signed.
Before you sign
Questions to talk through with your buyer
Every business is different, so these are best talked through with the buyer you're working with. Their team goes over them with you before anything is signed.
Questions for this kind of business
- Which engine, middleware and plugin terms apply to each project, and which version of them?
- How are store-bought assets and outsourced art found and left out?
- Does a publisher, platform holder or IP owner have a say in this license?
- How is player data removed from logs and replays?
- Who owns this data: the company, an estate, or someone else?
- Do customer, supplier or platform contracts, NDAs or API terms restrict this?
Questions for any buyer
- Is the license exclusive, and for how long?
- Can you sublicense the data, and to whom?
- Which AI labs will receive it, and will you tell us?
- How long do you keep it, and how is it deleted?
- What is your liability cap, and who indemnifies whom?
- Will the contract ban re-identification of people in the data?
- Who removes personal data, by what method, and do we approve it first?