The League of Game Developers
Services
The League exists to defend ten professional rights. These are the tools we're building to make that defense real.
Some of them are available now. Some of them are coming. All of them are funded by member dues, prioritized by member votes, and designed to solve problems that the game industry has left unsolved for its entire history — not because the problems were hard, but because solving them was never in capital's interest.
It is in ours.
Available Now
Serves: Article IX (Credit) and Article VII (Carrying Your Work)
This is the one that should have existed twenty years ago.
The Credits Registry is a permanent, searchable, developer-verified record of who built what. Not publisher-submitted. Not self-reported into a void. Verified by the people who were on the team — your colleagues, your leads, your collaborators vouching that you were there and you did the work.
Built on the most comprehensive game database ever assembled, the Registry exists to solve a problem that every developer knows and no platform has fixed: that credits in this industry are controlled by the people who didn't do the work. Publishers set credits policies unilaterally. Studios strip names after departure. Projects get canceled and the work evaporates. Entire studios close and the record goes with them.
Not anymore.
Your contribution to this medium will be permanent, searchable, and unchallengeable. No NDA, no publisher restructuring, and no studio closure will erase the fact that you were there. The Registry is the ground truth, and it belongs to the community that built the things it records.
Serves: Article X (Professional Transparency) and Article VI (Sustainable Practice)
The League's member directory is a professional registry — searchable by discipline, by shipped titles, by skills, by region, by experience level. It is not a social network. It is not LinkedIn with a game industry skin. It is a tool designed for three specific purposes.
First: to let members find each other. The mentorship connections, the collaboration opportunities, the professional relationships that this industry's volatility keeps disrupting — those start with the ability to find the people you need to find. A senior engineer in São Paulo who just shipped a multiplayer backend should be able to find the three other people on the planet who solved the same problem she's facing. A QA lead in Warsaw who just lost their studio should be able to see, immediately, where the demand for their expertise actually is.
Second: to make this profession visible. When The League walks into a legislative office and says "we represent forty thousand game developers," the directory is the proof. It is the institutional weight made tangible. Every name on it is a person who stood up and said I am part of this profession, and this profession deserves representation.
Third: to begin — carefully, voluntarily, and with full member control — building the information infrastructure that breaks the fog of war. Your profile is yours. What you share is your choice. But the existence of a professional body that can be counted, that can be measured by discipline and region and experience, is itself a tool that this industry's workforce has never had.
Serves: All ten articles
The game industry operates on the assumption that developers don't know what protections they already have. That assumption has been correct for a very long time.
Know Your Rights is a comprehensive, jurisdiction-specific legal education resource that tells you what the law actually says about the ten rights enumerated in the League Charter. Not legal advice — professional education. What the statutes provide. What the industry does to circumvent them. What you should know before you sign, before you negotiate, and before you accept conditions that you may not be required to accept.
Covering the United States, European Union, United Kingdom, Canada, and Australia at launch — with expansion into Japan, South Korea, Brazil, and additional jurisdictions as membership grows and legal resources scale — this is a living document, maintained and updated as legislation evolves.
The fog of war is maintained by information asymmetry. This is a flashlight.
Serves: Article XI (Plain Terms) and Article VII (Carrying Your Work)
You should not need a law degree to understand what you're signing.
The Contract Review Toolkit is a set of plain-language guides that explain what common clauses in game industry employment agreements actually do. IP assignment. Revenue participation waivers. Non-compete scope. NDA breadth. Arbitration provisions. Work-for-hire definitions. The language that appears in virtually every employment contract in this industry, written by employer-side counsel, designed to be signed without question.
Each guide takes a specific clause type and breaks it down: what the standard language looks like, what it actually means, what's negotiable, what's potentially unenforceable in your jurisdiction, and what questions to ask before you put your name on it. Not legal advice — literacy. The minimum viable understanding that every professional should have before entering into an agreement that governs their creative output, their mobility, and their career.
A contract you don't understand is not an agreement. It is an imposition. This toolkit exists to make sure you know the difference.
Coming Next
These services are funded by member dues and prioritized by member votes. As membership grows, so does the organization's capacity to deliver them. The timelines below are goals, not guarantees — and if we need to adjust them, we'll tell you why.
Serves: Article X (Professional Transparency)
Capital has perfect compensation data. They benchmark every role, every level, every region before extending an offer. You don't.
The Salary Transparency Database changes that. Members voluntarily contribute anonymized compensation data — role, discipline, years of experience, region, studio size, total compensation including salary, bonus, equity, and benefits. The data is aggregated, anonymized, and made available to all members.
This is not a new idea. Levels.fyi proved the model in tech and changed how an entire industry negotiates. The game industry doesn't have an equivalent, and the absence is not an accident — it is the direct result of the information asymmetry that Article X exists to dismantle. When every senior gameplay engineer can see what every other senior gameplay engineer is being paid, the negotiating landscape shifts permanently. That shift is the point.
Serves: Article VI (Sustainable Practice) and the broader mission
The industry's institutional memory crisis is not a metaphor. It is a measurable loss — experienced professionals scattered by layoffs and closures, their knowledge dispersed, the next generation of developers left to rebuild from zero what the generation before them learned the hard way.
The League's mentorship program is not a networking event. It is not a conference panel. It is a structured, relationship-driven matching system that connects experienced members who want to teach with members who need to learn — by discipline, by challenge, by career stage.
Senior members opt in as mentors and specify what they know, what they've shipped, and what they're willing to help with. Members seeking mentorship describe what they're working on, what they're struggling with, and what kind of guidance they need. The League makes the match. The relationship is between people, not between a user and a platform.
The knowledge that makes game development possible — how to ship, how to lead, how to survive the industry's volatility — belongs to this community. It should not be locked behind geography, tenure at the right studio, or the ability to buy a GDC pass. This program exists to make it available.
Serves: Article XI (Plain Terms), Article XIII (Safe Workplace), and Article VII (Carrying Your Work)
When your rights are violated, knowing what the law says is the first step. Having access to someone who can enforce it is the second.
The Legal Referral Network is a vetted roster of attorneys in major jurisdictions who specialize in employment law, intellectual property, and the specific contract structures that define game industry labor relationships. Members access the network for initial consultations at reduced rates, with the understanding that The League's referral carries institutional weight — the attorney isn't just representing an individual developer, they're working with a member of an organization that is tracking patterns, documenting violations, and building the institutional record that makes future advocacy possible.
This is not a law firm. It is a bridge between individual developers who need legal support and qualified professionals who understand the terrain. As The League scales, direct legal support for members facing rights violations — funded by dues, provided as a core service — is the goal. The referral network is the foundation that gets us there.
Serves: Article XII (Legislative Representation)
This is the reason The League is structured as a 501(c)(6). This is the capability that no other organization in the game industry provides on behalf of the people who make games.
The Legislative Advocacy Program builds and maintains permanent relationships with legislators and regulators in every jurisdiction where League members work. Starting in Washington and Brussels — where the most consequential decisions about intellectual property, labor classification, AI governance, platform regulation, and tax policy are being made — and expanding as membership and resources grow.
This is expensive. It is slow. It is the work that requires institutional patience and sustained funding, which is why it is funded by dues and why the scale of the program is directly proportional to the size of the membership. Twelve thousand members can fund a policy analyst. Fifty thousand can fund a lobbying presence. Two hundred thousand can fund a permanent seat at the table.
That math is not hypothetical. It is the plan. Every membership moves the number.
The Longer Horizon
The following are services that the membership may choose to build as the organization grows. They are described here because they represent the scope of what The League can become — but none of them are promised before the signal and the resources are real. Members vote on what gets built next. That's how this works.
Structured around revenue share rather than IP capture, designed to give developers an alternative to the current publishing model's extractive terms. Not a charity publisher. A professional publishing operation that aligns incentives between the people who fund the work and the people who do it.
Local, in-person infrastructure for members in major game development hubs worldwide. Meetups, workshops, peer review sessions, and the kind of sustained professional community that doesn't depend on a conference happening to be in your city this year.
Formal pathways into the craft for people who don't have access to the traditional pipeline. Structured learning, mentored by working professionals, connected to real production environments. Entry into this profession should not depend on geography, wealth, or knowing the right people.
A comprehensive, permanent, publicly accessible record of the game industry's history. The studios that closed. The IP that lapsed. The games that were canceled and the work that went into them. The prototypes, the postmortems, the production histories that exist only in the memories of the people who were there. All of it is part of our legacy. The parade has not gone by. We intend to keep the record.
Resources, training, and where legally permissible, financial support for members pursuing collective bargaining or union formation at their workplaces. The League cannot be a collective bargaining agent. It can be the institution that makes collective bargaining more possible.
Every service The League offers flows from the same commitment: that the professional community of game development deserves infrastructure that serves its interests, funded by its members, accountable to no one else.
No corporate sponsors fund these services. No publisher gets preferential access. No investor sets priorities. The money comes from members. The direction comes from members. The accountability runs in one direction — toward the people this organization exists to serve.
If a service isn't delivering value, members will say so, and the organization will adapt. If a new need emerges, members will identify it, and the organization will respond. This is not a product roadmap. It is a professional institution, and professional institutions evolve with the profession they serve.
Your dues build this. Your votes shape this. Your participation makes this real.
That's the deal. It's the only deal we offer.
Next
The practical questions — and the skeptical ones.
If the structure holds up under scrutiny, it deserves to exist. If it doesn't, it needs to hear why.