Mocap data lives forever. The industry has no guardrails for what happens to it.
Game studios run professional capture pipelines — facial scanning, motion capture, voice recording. The studio relationships work. But the threats are outside: AI companies training on publicly available game footage, modding communities using performer likenesses without authorization, and post-acquisition entities inheriting mocap libraries with no relationship to the original talent. When a sequel or DLC enters production, there’s no shared infrastructure for re-authorization. DIAP gives studios and performers a clean guardrail system: project-scoped tokens, automatic re-authorization workflows, and a provenance trail that protects everyone.

The synthetic character. Built from real motion data, real voice, real likeness — often without consent.
$200B+
Global games market
0
Per-project re-auth standards
∞
Mocap data stored indefinitely
What DIAP Does For Games & Virtual Production
Expression & Motion Module Consent — Independent
Expression and Motion are separate identity modules with independent authorization controls. Authorizing facial rendering does not authorize motion retargeting. Each module requires explicit, separate authorization per project. A token for Game 1 cannot be used for Game 2 — ever.
Voice Module — With TRAINING_USE Protection
Voice actors in games face a specific risk: their recorded lines are used to train AI voice models that then generate new dialogue without them. DIAP’s Voice Module requires explicit TRAINING_USE authorization — separate from VOICE_RENDER. Without it, no voice data can legally enter any training pipeline under DIAP authorization. Every authorized audio output gets a unique Sound ID and an ultrasonic watermark — inaudible, but detectable by DIAP’s verification system.
ScriptModule — For Game Writers
Game writers, narrative designers, and story bible authors face the same risks as screenwriters. ScriptModule extends DIAP to written works — story bibles, dialogue scripts, lore documents, and narrative assets. Writers register their work with a cryptographic fingerprint. SCRIPT_TRAINING_USE is a separate right that defaults to no.
Project-Scoped Time-Limited Tokens
Every token is locked to a specific game title, DLC, or virtual production. When a sequel enters production, a new token request is required — giving the performer a new opportunity to set terms, negotiate rates, and approve or decline.
Real-Time Virtual Production Monitoring
For live virtual production sessions, token heartbeat monitoring tracks active authorization in real time. If a token expires mid-session, the system flags it immediately. No silent overruns.
Frame-Level Video Watermarking
Every authorized video output — cutscenes, trailers, gameplay captures — is watermarked at the frame level. Up to 10 keyframes per 2-second interval carry pixel-level watermarks with authorization references. Dual-layer: pixel watermark in the visual data, ultrasonic Sound ID in the audio track.
How It Works For Games & Virtual Production
Register identity modules during production
Facial scan, voice recording, and motion capture data are converted to one-way embeddings during production. Raw captures are discarded. Embeddings are anchored in the performer’s Identity Vault.
Performer or agent authorizes per project
Each game title, DLC, or virtual production requires a separate token request. The performer — or their agent managing consent through a delegation dashboard — approves with specific rights: FACE_RENDER, EXPRESSION_CLONE, MOTION_RETARGET, VOICE_RENDER. Time limits and project scope are locked into the token.
Reuse always requires re-authorization
When a sequel or DLC enters production, the old token cannot be reused. A new request is submitted. The performer sees it in their vault and approves with new terms — or declines.
Build DIAP into your pipeline
Studios integrate DIAP directly into their production ecosystems through a REST API. For Unreal Engine and Unity, DIAP provides SDK integration that hooks into your asset pipeline. For custom engines or Python-based tools, the API is a standard REST call before any render job. No new software — it’s an API layer between your production management and your render/generation pipeline.
Actor’s motion capture from Game 1 is requested for Game 2 DLC. New token required.
Game 1 production: FACE_RENDER + MOTION_RETARGET token issued, 90-day validity
Game 1 ships: token expires, all render receipts logged
Game 2 DLC enters production: studio submits new token request
Actor receives notification: "Studio XYZ requests MOTION_RETARGET for Game 2 DLC"
Actor approves with new terms and higher rate
Old Game 1 token cannot be reused — system verifies this automatically
What Game Studios & Performers Get
- Expression and Motion Modules with independent consent
- Voice Module with TRAINING_USE protection and Sound IDs
- ScriptModule for game writers and narrative designers
- Project-scoped tokens — reuse requires re-authorization
- Real-time virtual production monitoring via token heartbeat
- Dual-layer watermarking (pixel + ultrasonic audio) on all outputs
- Emergency revocation — blocks unauthorized use without affecting valid licenses
- Audit export for legal and distribution requirements
- Open API to build DIAP into your own pipeline