Intellectual property will face further significant pressure to adapt in the coming years, as we make our way into the third decade of the commercial internet.Computer games deserve to be protected by copyright such as artwork, design docs, , some user interface and program structure, sequence and organization, compilations of material, music, characters and story.We survey the basics of watermarking and the history of chaos and its properties. There are many methods for chaotic sequences generation and in our proposed method we choose to use the geometry based spatial watermarking to modify the positions of vertices. The methods in this approach make changes in the position of the vertices to satisfy some requirements specially defined for each watermark bit. Our aim is to make a secure watermark that doesn't affect the quality of our 3D model in the game but still enables its full protection and traceability . The security of the watermark is based on the chaotic secret generated and embedded in the 3D model. The chaotic sequence itself has several secret keys that if not known the watermark can't be detected. Apart from the sequence security we depend on the hiding position and chosen threshold that are tailored for each model for more secrecy.