FILED: NEW YORK COUNTY CLERK 05/09/2011
FILED: NEW YORK COUNTY CLERK 05/09/2011
FILED: NEW YORK COUNTY CLERK 05/09/2011
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<strong>FILED</strong>: <strong>NEW</strong> <strong>YORK</strong> <strong>COUNTY</strong> <strong>CLERK</strong> <strong>05</strong>/<strong>09</strong>/<strong>2011</strong><br />
SUPREME COURT OF THE STATE OF <strong>NEW</strong> <strong>YORK</strong><br />
<strong>COUNTY</strong> OF <strong>NEW</strong> <strong>YORK</strong><br />
GATE FIVE, LLC,<br />
PC Law # 15232<br />
v.<br />
Plaintiff,<br />
BEYONCÉ KNOWLES-CARTER and<br />
BEYONCÉ, INC.,<br />
Defendants.<br />
Index No. 651<strong>09</strong>4/<strong>2011</strong><br />
VERIFIED COMPLAINT<br />
Plaintiff Gate Five, LLC (“Gate Five”), by and through its attorneys, Johnson Gallagher<br />
Magliery LLC, as and for its Verified Complaint against defendants Beyoncé Knowles-Carter<br />
(“Ms. Carter” or “Beyoncé”) and Beyoncé, Inc. (“BI”), 1 alleges as follows:<br />
Nature of the Action<br />
1. Gate Five seeks to hold Ms. Carter, the iconic pop star known as Beyoncé,<br />
accountable for a bad faith breach of contract so callous that, on what appeared to be a whim, she<br />
destroyed Gate Five’s business, and drove 70 people into unemployment, the week before<br />
Christmas. As described in detail below, Ms. Carter breached her contract with Gate Five by<br />
abruptly abandoning the lucrative joint venture she and Gate Five were pursuing to<br />
commercialize a video game called Starpower: Beyoncé. Though she had already negotiated<br />
lavish compensation terms to which she was contractually bound, Ms. Carter, at a crucial<br />
moment in the project’s development, made an extortionate demand for entirely new<br />
compensation terms she suddenly decided she wanted. When her maneuver backfired and drove<br />
away the financier (who found Ms. Carter too erratic to do business with), she pulled out of the<br />
1 Because BI is a corporation that acts through Ms. Carter, both defendants will be collectively referred to as<br />
“Ms. Carter” or “Beyoncé” herein.<br />
INDEX NO. 651<strong>09</strong>4/<strong>2011</strong><br />
NYSCEF DOC. NO. 12 RECEIVED NYSCEF: <strong>05</strong>/<strong>09</strong>/<strong>2011</strong>
project in breach of her contract. Her actions were so unscrupulous that her then manager (who<br />
is also her father) renounced them, while a senior executive of the company that had agreed to<br />
finance the project condemned her conduct as “morally reprehensible” in an e-mail he sent to<br />
one of her talent agents.<br />
2. Starpower: Beyoncé simulates the experience of performing on-stage as a pop<br />
star. It is what is known as a motion-driven video game. Played on a television using a console<br />
such as the Wii, Xbox or PlayStation, motion-driven games require a great deal of physical<br />
movement from the user, unlike the sedentary experience of a traditional video game. Motion-<br />
driven games have become tremendously popular and are now a multibillion-dollar industry.<br />
One game series alone, Wii Sports, sold 76 million units in just 3 years.<br />
3. Gate Five’s majority owners, who are veteran video game and consumer product<br />
developers, created Starpower: Beyoncé using breakthrough technology that permits the user to<br />
interact with the game through body movements rather than a traditional hand held controller.<br />
This transformative new technology enabled the creators of Starpower: Beyoncé (code-named<br />
Project M-Body (“M-Body”) before Ms. Carter became involved) to make a dance game that<br />
was technologically far superior to any that had come before. At the time of the events in<br />
question, the developers of M-Body (who formed BDJ Studios LLC (“BDJ”) in 20<strong>09</strong> for the<br />
purpose of commercializing the game) were among the handful of companies in North America<br />
with the right to use this technology.<br />
4. In late 20<strong>09</strong>, BDJ – which eventually became the majority owner and managing<br />
member of Gate Five – began looking for a celebrity to feature in M-Body. Its members showed<br />
their game to representatives of some of the biggest pop stars in the world, but discussions<br />
advanced most rapidly with Beyoncé, the biggest star of all. Microsoft Corporation (one of the<br />
PC Law # 15232 2
only other companies with access to the new technology) was also pursuing her to be the star of<br />
the game that it was developing, but Ms. Carter chose M-Body because she thought it was the<br />
better game.<br />
5. After months of negotiations, Ms. Carter and Gate Five signed an exclusive<br />
license and services agreement (the “Agreement”) in June 2010. In the Agreement, Ms. Carter<br />
granted Gate Five an exclusive worldwide license to use her name, likeness and songs for the<br />
purpose of commercializing a franchise of M-Body-based games; agreed to provide the services<br />
necessary to incorporate her image, voice and dance moves into the games; and agreed to<br />
promote the games. In exchange, Ms. Carter would receive service fees, license fees and<br />
royalties that would net her many millions of dollars, plus an equity interest in Gate Five that<br />
was expected to generate tens of millions of dollars. She even insisted that Gate Five give equity<br />
to her father’s company and pay it a $25,000 monthly “consultancy” fee.<br />
6. With Beyoncé as its headlining star, and its early access to the revolutionary new<br />
technology, Gate Five quickly discovered it would have no problem attracting the financing it<br />
needed to complete the game. After meeting with dozens of potential sources of financing, Gate<br />
Five, at Ms. Carter’s insistence, selected a highly regarded film production company called<br />
Alcon Entertainment LLC (“Alcon”). Alcon had conducted months of meticulous due diligence<br />
on all aspects of the project and concluded that the Starpower: Beyoncé franchise was going to<br />
be a smash hit that would likely generate hundreds of millions of dollars in profit for Gate Five.<br />
Alcon agreed to provide Gate Five with $19.2 million in financing for the first game, and<br />
negotiated for a right of first refusal to finance the sequels.<br />
7. In late October 2010, Alcon, BDJ and Ms. Carter reached agreement on the<br />
material terms of the financing and directed their respective lawyers to draft the final contracts.<br />
PC Law # 15232 3
Their lawyers worked throughout November 2010 on the various financing contracts, as well as<br />
a distribution contract with Warner Brothers Interactive Entertainment, Inc. (“Warner<br />
Brothers”) that provided for a worldwide release of the game in at least six languages. The<br />
contracts were completed by early December, and on Friday, December 3, 2010, execution<br />
versions were circulated and payment instructions sent to Alcon, which was set to wire the first<br />
tranche the following Monday.<br />
8. But Ms. Carter made sure the money never made it to Gate Five. Just before<br />
midnight on December 3, her lawyer circulated a letter in which she purported to terminate the<br />
Agreement under a clause permitting either party to terminate in the absence of “committed<br />
financing” by November 15. Her purported termination was as transparently baseless as it was<br />
obviously timed to disrupt the financing. When she purported to terminate the Agreement,<br />
claiming that Gate Five had been unable to obtain $5 million in committed financing, Gate Five<br />
had in fact secured $19.2 million in financing and was literally one business day away from<br />
receiving its money. The $19.2 million was “committed” by November 15 under any reasonable<br />
construction of the word; more to the point, that clause had ceased to have any significance to the<br />
parties, who, by that time, were already finalizing the documentation for an early December<br />
closing. Ms. Carter’s lawyers said in writing what had long been evident to the parties when, on<br />
November 19, they explicitly waived the very clause Ms. Carter later claimed to invoke as her<br />
basis for terminating the Agreement.<br />
9. Shortly after purporting to terminate, Ms. Carter sent a new letter announcing that<br />
she would resume the project, and actually be “very committed” to it, if Gate Five would accept<br />
the entirely new compensation structure she presented for the first time in that letter. With this<br />
letter, Ms. Carter gave herself away, revealing that her purported termination had actually been a<br />
PC Law # 15232 4
ad faith negotiation tactic. She had deliberately interrupted the financing, believing that if she<br />
put it into jeopardy, Gate Five would have no alternative but to give in to her new demands.<br />
10. Ms. Carter’s scheme outraged Alcon, which pulled its financing because of her<br />
erratic behavior. BDJ’s members, however, were desperate to avoid the collapse of a business<br />
venture they had devoted years of their lives and millions of dollars to, and that was on the brink<br />
of great success. So, Gate Five accepted her new compensation demands, and one of BDJ’s<br />
members offered to provide bridge financing the very next day if she would re-commit to the<br />
project. Ms. Carter, in breach of the Agreement, refused.<br />
11. Ms. Carter evidently did decide to resume the project, but without Gate Five.<br />
While she was abandoning Gate Five, her choreographer and creative advisor (who had been<br />
intimately involved with the project) was sending text messages to the art director of Starpower:<br />
Beyoncé, telling him that Ms. Carter still wanted to do a game and wished to hire the people who<br />
had worked on Starpower: Beyoncé when she “found her new company.” He forewarned that<br />
those involved in her new project would have to “give her what she wants” because she is such a<br />
“big star.”<br />
12. With no Beyoncé, no financing, and millions of dollars in debt from creating a<br />
Beyoncé-specific game, Gate Five was forced to abandon the project the week before Christmas.<br />
While Ms. Carter walked away unscathed (in fact, she bought her husband a $2 million car that<br />
month), Gate Five was out of business, and the 70 person development team she had agreed to<br />
hire was left unemployed.<br />
13. Now, through the filing of this action, Gate Five seeks an injunction barring Ms.<br />
Carter from associating with any other video game, and monetary damages consisting of the<br />
hundreds of millions of dollars in profits that Gate Five would have realized if she had honored<br />
PC Law # 15232 5
the Agreement. Alternatively, Gate Five requests a comparable amount equal to the market<br />
value of Gate Five’s lost rights under the Agreement, plus the approximately $6.7 million that<br />
Gate Five spent preparing to perform its duties under the Agreement.<br />
Parties<br />
14. Gate Five is a limited liability company organized under Delaware law, with its<br />
principal place of business in Stamford, Connecticut.<br />
15. Upon information and belief, Beyoncé, Inc. is a corporation organized under<br />
Texas law, with its principal place of business in Houston, Texas.<br />
16. Beyoncé Knowles-Carter is a global pop-star who, upon information and belief,<br />
resides in New York, New York.<br />
Development of the Game<br />
Facts<br />
17. The concept for M-Body originated in 2007, when a product design specialist at<br />
big Boing LLC (“big Boing”), a Sausalito, California based company that specializes in<br />
launching innovative entertainment products, came up with an idea for a dance-themed video<br />
game based on motion-sensing technology. big Boing dedicated a team to design and develop<br />
the game and performed substantial work on initial branding and business plans for it.<br />
18. In 20<strong>09</strong>, big Boing teamed up with two experienced video game developers,<br />
Eckhardt Consulting, Inc. (“Eckhardt”) and Mako Games LLC (“Mako”), to work on the<br />
project. Eckhardt is a consulting firm whose CEO has 60 video game credits to his name,<br />
including 15 multiplatinum hits, and who was responsible for the music and branding of the<br />
hugely successful games Guitar Hero 1 and 2. Mako is a Connecticut-based video game<br />
development studio whose President has founded and managed successful development<br />
companies collectively responsible for producing over 100 video game titles for clients including<br />
PC Law # 15232 6
Electronic Arts, MTV, Major League Baseball and HBO. Together, they formed BDJ for the<br />
purpose of commercializing M-Body.<br />
19. The idea behind M-Body was so original that it outpaced the video game<br />
technology that was available at the time. Although motion-driven video games had been<br />
developed by 20<strong>09</strong>, none were able to detect a full range of the player’s body movements, as<br />
would be necessary to play M-Body the way it was envisioned. The closest thing to be found<br />
was the Nintendo Wii, but the Wii could only detect one point on the player’s body – the hand in<br />
which she holds the control device for the game. BDJ thus set out to design its own special<br />
controller which, when attached to player’s wrists and ankles, would track a far wider range of<br />
body movements than the Wii (and thus enable the game to evaluate, with greater accuracy, the<br />
player’s dance moves).<br />
20. While BDJ was hard at work, it also got lucky. BDJ learned about a<br />
groundbreaking technology, then practically unknown, that would provide a far better solution<br />
than the wrist/ankle controller BDJ envisioned. The device—which Microsoft would later market<br />
to record-breaking commercial success under the name “Kinect”— was a motion sensing camera<br />
that uses a digital video of the player to detect the player’s body movements and communicate<br />
them to a video game; in turn, the video game, using specialized video game software, can<br />
respond to the player’s movements in real time.<br />
21. This was a truly revolutionary device because it dispensed with the need for a<br />
video game controller altogether, instead allowing the player to interact with the game simply by<br />
moving her body, every part of which the camera could detect. From a technical perspective, the<br />
Kinect was to the Wii what the car was to the horse and buggy. It was just as momentous<br />
commercially; by eliminating the need for a controller, the Kinect would eliminate what had<br />
PC Law # 15232 7
previously been a bar to mass market success for some video games: the fact that many<br />
prospective purchasers found the controllers, which are frequently expensive and complicated to<br />
use, a turn off.<br />
22. BDJ was naturally eager to acquire the right to use this new technology. It sought<br />
out the company that had developed the camera, and they entered into a license agreement in<br />
20<strong>09</strong>. At that time, there were only a few companies in North America with the right to use the<br />
new technology, one of which was Microsoft.<br />
Beyoncé Commits to the Game<br />
23. BDJ realized that it could maximize M-Body’s commercial prospects by<br />
partnering with a celebrated pop star, known for dancing, to star in and promote the game. The<br />
idea was that a star—like Beyoncé—would teach players to perform her signature routines to her<br />
biggest hit songs. Players would learn by watching a computer-generated avatar of the star—<br />
Beyoncé, for example—demonstrate dance moves that she had personally performed, which BDJ<br />
would incorporate into video game software using highly sophisticated motion capture<br />
technology. Using the Kinect camera, the game would detect with precision how well the player<br />
could mimic each move. If the player performed the moves correctly, she would hear praise in<br />
Beyoncé’s own voice, recorded just for the game; if the player made a mistake, she would hear<br />
Beyoncé’s corrections and further instructions based on the particular body part the player failed<br />
to move correctly.<br />
24. The game would also depict a visual backdrop to simulate the star rehearsing in a<br />
studio or performing on stage; in performance mode, the player would be able to select the star’s<br />
wardrobe and music, and would see stage lights and special effects reminiscent of a pop concert.<br />
PC Law # 15232 8
A screen shot depicting what the player would see while learning and performing the featured<br />
dances looked like this:<br />
25. The appeal of a game like this for Ms. Carter’s fans is difficult to overestimate;<br />
one of the developers working on the project would later say that when he told his young<br />
daughters that, through the game, Beyoncé would teach them her own dances in her own voice,<br />
the girls “were so happy they cried.”<br />
26. With game technology as novel as Kinect, and a game as innovative as M-Body,<br />
BDJ had no trouble attracting celebrities who wanted to star in the game. In November 20<strong>09</strong>,<br />
BDJ presented the game to representatives for some of the top-selling recording artists in the<br />
world, including Lady Gaga (a Grammy winning singer and dancer whose single, “Poker Face,”<br />
became one of the best selling in history) and the Black Eyed Peas (a well known music group<br />
with numerous chart topping songs and music videos). Impressed by the game and the new<br />
technology, both expressed an interest in working with BDJ.<br />
PC Law # 15232 9
27. In the fall of 20<strong>09</strong>, BDJ met several times with Ms. Carter’s representatives,<br />
including her father and then manager, Matthew Knowles of Music World, Inc. (“Music<br />
World”). These discussions gained instant traction. As BDJ’s members knew when they started<br />
these meetings, Ms. Carter was a fan of motion-based video games and had wanted to have her<br />
own game for some time. In a 20<strong>09</strong> interview in Billboard magazine, she had actually described<br />
as follows the sort of game that she wanted to work on:<br />
I’d like to get involved in video games, since I really love Wii Fit. 2 I think it<br />
would be a great idea to incorporate choreography, because, for me, my workout<br />
is way more fun when it involves dancing, as opposed to running on a boring<br />
treadmill. So I would love to do some kind of fitness game but incorporate dance<br />
and performance into it. I think a lot of women would enjoy that.<br />
When one of BDJ’s members read her statement, he commented that “she’s describing our<br />
game.”<br />
28. Not surprisingly, Ms. Carter’s representatives were immediately interested in<br />
BDJ’s game and the new technology. By December 20<strong>09</strong>, their discussions had progressed to<br />
the point that they exchanged a term sheet contemplating that Beyoncé would be the star of M-<br />
Body. Working together with her team, BDJ began tailoring M-Body around her music and<br />
personal style shortly thereafter.<br />
29. On March 8, 2010, Ms. Carter personally hosted a meeting with BDJ at her New<br />
York office. The BDJ team demonstrated the motion sensing camera and showed her a video<br />
they had commissioned depicting how M-Body would look, and how it would be played. Ms.<br />
Carter loved the game and the camera and authorized her representatives to finalize deal terms<br />
with BDJ.<br />
30. BDJ was not the only company that had been seeking to work with Beyoncé on a<br />
dance-based video game. Microsoft was developing its own interactive dance game to be played<br />
2 Wii Fit is a fitness oriented video game designed to work with the Wii gaming console.<br />
PC Law # 15232 10
with the Kinect, and it was actively pursuing her to be the star of that game. Ms. Carter chose to<br />
work with BDJ rather than Microsoft because, she said, she thought M-Body was the better<br />
game. She also preferred the deal terms BDJ was willing to offer, as BDJ was prepared to give<br />
her an equity interest in the profits realized by the game, as well as music license fees, royalties,<br />
and service fees, and was willing to offer her a meaningful opportunity, as a partner in the<br />
venture, to work with the developers on her own creative ideas for the game’s visual aspects,<br />
design, choreography and music.<br />
The Relevant Agreements<br />
31. In June 2010, after months of negotiations dating back to late 20<strong>09</strong>, the parties<br />
signed the Agreement, under which Ms. Carter formally committed to work with BDJ to create<br />
and commercialize, through Gate Five, Starpower: Beyoncé. In the Agreement, Ms. Carter<br />
granted Gate Five a five-year exclusive license to use and publicize her name and likeness in<br />
connection with Starpower: Beyoncé and any sequels or subsequent games. She also agreed (i)<br />
to cooperate with Gate Five to create the game, (ii) to make substantial efforts to complete and<br />
promote it; and (iii) not to participate in any other video game for a period of 18 months from the<br />
release of the game or any sequel.<br />
32. The Agreement contained a termination clause, Section 6(b)(v), which permitted<br />
either party to terminate in the event “Gate Five fails to obtain committed financing or additional<br />
capital in an amount equal to or greater than $5,000,000 on or prior to August 31, 2010” (the<br />
“Financing Contingency”). The Financing Contingency was later moved from August 31 to<br />
November 15.<br />
33. Although the Agreement is between Gate Five and Ms. Carter’s company, BI, Ms.<br />
Carter personally signed an “Inducement Letter” in which she agreed to “guarantee full<br />
PC Law # 15232 11
performance by BI of all terms of the Agreement” and that “Gate Five may proceed directly<br />
against me” for any breach or default by BI.<br />
34. The Agreement is governed by New York law, and the parties agreed to submit to<br />
the jurisdiction of New York courts to resolve any dispute arising from it.<br />
35. The parties also executed a Limited Liability Company Agreement for Gate Five<br />
(the “LLC Agreement”), dated June 15, 2010. The LLC Agreement gave BDJ a 57% interest<br />
in the company. In consideration for the services to be provided under the Agreement,<br />
Ms. Carter was granted a 40% interest, and Music World 3%. The LLC Agreement also<br />
provided that Gate Five owns the intellectual property created for the game and any sequels.<br />
36. In the press release for the game that she prepared in November 2010, Ms. Carter<br />
praised her contractual arrangement with Gate Five as a “revolutionary arrangement in the<br />
gaming world” in that “Beyoncé is an equity partner in the venture,” and thus “vested in the<br />
development of the intellectual property and the company.” Ms. Carter’s representatives had<br />
specifically negotiated for a structure that made her BDJ’s true partner in commercializing the<br />
game rather than simply a celebrity lending her name to someone else’s product. Ms. Carter’s<br />
desire for this elevated role in the project made it even more shocking when, months later, she<br />
abruptly pulled out of the project in breach of the Agreement.<br />
Gate Five Explores its Financing Options<br />
37. In the summer of 2010, Gate Five and Mr. Knowles presented the game to dozens<br />
of potential investors all over the country to determine what kind of financing options would be<br />
available. One thing was abundantly clear: Gate Five would have no problem obtaining<br />
financing. Financiers could easily see what an excellent game Gate Five had and the huge<br />
market advantage it enjoyed because of its early access to the revolutionary new technology.<br />
PC Law # 15232 12
Those factors would have been enough for Gate Five to obtain the financing it needed (and did<br />
allow it to raise a substantial amount of financing even before Ms. Carter became involved in the<br />
project), but Gate Five had another remarkable advantage. It had as an equity member and<br />
headline star perhaps the world’s most bankable celebrity – Beyoncé.<br />
38. To call Ms. Carter’s career a runaway success would be a gross understatement.<br />
As global pop icon Beyoncé, she had sold more than 118 million albums, won sixteen Grammy<br />
awards, and released nine number-one hit singles. In 2010, she was ranked as number two on the<br />
Forbes list of top 100 celebrities and was the highest paid musician in the world. Her hit song,<br />
“Single Ladies (Put a Ring on It)”—which she personally approved to be included in Starpower:<br />
Beyoncé —was certified quadruple-platinum by the Recording Industry Association of America,<br />
while the album it was released on earned her six Grammy Awards, the most ever won by a<br />
female artist in a single night.<br />
39. Beyoncé was not only a widely beloved, chart-topping singer and dancer, her<br />
public image embodied the qualities that Gate Five sought to associate with the game. As<br />
potential investors were reminded, Starpower: Beyoncé was “about active, immersive,<br />
aspirational, skill-oriented play.” It would appeal to fans who sought “to dance with Beyoncé,<br />
like Beyoncé,” and to imagine themselves following her “on the path to stardom.” Her image<br />
would be prominently displayed on the cover of the game, as reflected by slides like this:<br />
PC Law # 15232 13
With a fan base that “crosses gender, race, and age demographics,” Beyoncé would, in the words<br />
of her manager, give the game “[w]hole-family appeal.” And her own efforts as a public figure<br />
to promote health and exercise through dance would highlight the game’s fitness-oriented theme.<br />
40. Potential investors were also reminded that Beyoncé had enjoyed enormous<br />
success promoting products for L’Oreal, Vizio, Sony Music and American Express and had<br />
launched several new products of her own to great commercial success, including her signature<br />
PC Law # 15232 14
perfume, “Heat”—which became a top seller overnight for perfumer Coty—and a clothing line<br />
called House of Dereon. Furthermore, she would use her relationships with behemoths like<br />
L’Oreal and Sony Music to promote the game and cross-sell the various products she endorsed.<br />
As Mr. Knowles stressed, his daughter’s fame, appeal and market power are such that products<br />
she associates with “don’t fail.”<br />
41. For all of these reasons, potential financiers believed Starpower: Beyoncé was<br />
likely to generate huge profits, and thus represented an attractive financing opportunity. Because<br />
it was apparent to both BDJ and Ms. Carter that Gate Five could easily obtain financing, they<br />
agreed not to rush into a deal, but rather, to keep exploring until they found the option they<br />
considered most desirable.<br />
Microsoft Starts Marketing the Kinect and Wal-Mart Commits to Starpower: Beyoncé<br />
42. Meanwhile, the prospects for the game were looking better and better. In June,<br />
2010, Microsoft launched a $500 million advertising campaign for Kinect with the slogan, “You<br />
Are The Controller.” As part of the campaign, Microsoft publicly announced that it planned to<br />
release Kinect for sale the following November, both as a standalone product for owners of the<br />
Xbox (the video game console that Microsoft makes) and as an accessory to be included with<br />
new Xbox purchases.<br />
43. Microsoft’s advertising campaign was a great boon for Gate Five. By informing<br />
people about Kinect and encouraging them to buy it, Microsoft was creating a huge market of<br />
people hungry for high-quality games, like Starpower: Beyoncé, designed to be used with that<br />
technology. With a November <strong>2011</strong> release date, Starpower: Beyoncé would be timing that<br />
market perfectly. Its release would be close enough to the launch of Kinect that it would be one<br />
of the first dance games to use the new technology, yet far enough out that, thanks to Microsoft’s<br />
PC Law # 15232 15
marketing juggernaut, tens of millions of households would already have a Kinect when it was<br />
released.<br />
44. Starpower: Beyoncé’s great commercial prospects were acknowledged in 2010 by<br />
one of the top—if not the number one—seller of video games in the U.S.:Wal-Mart. The<br />
developers of the game, accompanied by Mr. Knowles, had two private meetings with Wal-<br />
Mart’s most senior video game buyer, who had discretion over a massive annual video game<br />
budget. They demonstrated a video of the game, explained their credentials and described their<br />
business plan. The Wal-Mart buyer “loved” the game and said, in a meeting in July 2010, that he<br />
would authorize an initial order of at least 500,000 units of Starpower: Beyoncé for Wal-Mart<br />
when production was further along.<br />
45. During the same time period, Mr. Knowles was also working on a separate pitch<br />
to encourage Wal-Mart to choose Beyoncé and the products she is associated with—including<br />
Starpower: Beyoncé—for Wal-Mart’s “Big Bet” program for the <strong>2011</strong>-2012 holiday season.<br />
The Big Bet is a prestigious annual marketing program in which Wal-Mart selects a small<br />
number of products or brands that it believes will be gigantic sellers that year and commits<br />
enormous resources to promoting them, including by featuring them in printed newspaper<br />
circulars and in prominent in-store displays throughout all Wal-Mart stores. Wal-Mart had<br />
chosen Ms. Carter as its Big Bet for 20<strong>05</strong>, a decision that had been extremely profitable for Wal-<br />
Mart, as well as for Ms. Carter and the products she promotes.<br />
46. Ms. Carter’s representatives believed that she would generate even greater sales if<br />
chosen as one of Wal-Mart’s “Big Bets” for the <strong>2011</strong>-2012 Holiday Season. To try to secure a<br />
place for her in the Big Bet program for that year, they organized several meetings with all of<br />
Ms. Carter’s product “partners,” including Gate Five, to discuss the objective of courting Wal-<br />
PC Law # 15232 16
Mart. Starpower: Beyoncé featured prominently in the materials Ms. Carter presented to Wal-<br />
Mart’s Big Bet team. In a computer model demonstrating the in-store displays that Ms. Carter<br />
envisioned for the Big Bet program, a Vizio television was placed front and center with a copy of<br />
Starpower: Beyoncé for customers to play. The display would look like this:<br />
47. Gate Five also had success attracting the early interest of GameStop, the video<br />
game retailer that operates 6,500 stores worldwide and has for years surpassed or remained neck-<br />
in-neck with Wal-Mart for top video game sales. In the fall of 2010, Gate Five’s representatives,<br />
along with Mr. Knowles, met with senior buyers for GameStop. Over a 2.5 hour period, Gate<br />
Five presented the demonstrative video, the progress of the development work, and their<br />
business plan. The GameStop buyers were thrilled with the game’s prospects and, like the Wal-<br />
Mart buyer, estimated they would place a substantial intial order for it. They also proposed<br />
setting up promotions, including a pre-order campaign enabling consumers to purchase the game<br />
in advance of its release. Mr. Knowles was enthusiastic about the pre-order campaign and<br />
PC Law # 15232 17
emphasized to GameStop (as well as to Wal-Mart) that, as an equity partner in Gate Five,<br />
Beyoncé had given her “full commitment” to the success of the game.<br />
Alcon Commits to Financing the Project<br />
48. By the end of summer, Ms. Carter expressed a strong preference that Gate Five<br />
obtain project financing from Alcon, a highly reputable film production company backed by the<br />
billionaire CEO of Federal Express, Fred Smith. Alcon had long been interested in financing the<br />
game and met twice with BDJ in spring 2010. In June, upon learning that Ms. Carter was<br />
contractually committed as the game’s headlining star, Alcon began a thorough due diligence<br />
investigation that lasted all summer and into the fall. Alcon examined in detail the game’s<br />
software and development plans as well as the credentials and backgrounds of its developers.<br />
Alcon also vetted Mako, which had an agreement with Gate Five to take primary responsibility<br />
for the video game development work, and Planet Moon Studios (“Planet Moon”), a video game<br />
development company which Mako planned to hire to help meet the target release date of<br />
November <strong>2011</strong>.<br />
49. As part of its due diligence process, Alcon retained a prominent expert in the<br />
video game industry to examine the quality of the development work, and to ensure that Mako<br />
and Planet Moon remained on track for a November <strong>2011</strong> release. After spending days in their<br />
studios—both in summer and again in late 2010—the expert confirmed that the developers were<br />
set to produce a high quality game on budget and on schedule.<br />
50. The results of Alcon’s financial due diligence were also promising. Working<br />
together with Gate Five, Alcon constructed a financial model analyzing in detail the expected<br />
cost structure for game development and marketing, and predicting the revenue and profits<br />
depending on the number of units sold. Based on the cost structure Alcon developed, if the first<br />
PC Law # 15232 18
game sold 7 million units (a conservative figure, as discussed infra), Gate Five’s profits would<br />
have exceeded $59 million.<br />
51. Like the other parties, however, Alcon was confident that the first game would be<br />
followed by several sequel games. Creating sequels to a video game was not a novel idea, but a<br />
standard business practice in the video game industry (a practice utilized to tremendous success<br />
by franchises like Guitar Hero, which released approximately 25 titles). In fact, because sequel<br />
games can be produced for less than the first game, and have a well established fan base, it is the<br />
norm, not the exception, for a game which has had even modest success to generate multiple<br />
sequel games. Alcon projected the franchise would generate at least five games in total.<br />
52. In August 2010, Alcon told Gate Five that it would commit to $19.25 million in<br />
funding for the first game, and that it wanted a right of first refusal to finance the sequels. The<br />
parties immediately began to negotiate the other terms of such a deal, under which Alcon would<br />
become an equity member of Gate Five.<br />
Anticipating Funding From Alcon, Ms. Carter Approves Bridge Loans for Gate Five<br />
53. Although Alcon was ready to negotiate terms, Gate Five was almost out of money<br />
to pay for the ongoing development work. The members of Gate Five thus had to make a<br />
business decision: on the one hand, they could instruct the developers to stop working until Gate<br />
Five received Alcon’s funding. This approach was unappealing because a substantial delay<br />
could compromise the game’s development schedule. So, with Ms. Carter’s approval, Gate Five,<br />
in the summer of 2010, took $2 million in bridge loans to avoid an interruption in development,<br />
and Mako hired Planet Moon to provide additional assistance to ensure the game would be<br />
market ready by November <strong>2011</strong>.<br />
54. By the end of October 2010, Gate Five, Music World, and Ms. Carter had reached<br />
an agreement with Alcon as to all material terms of their arrangement. On October 29, Alcon<br />
PC Law # 15232 19
instructed its lawyer to begin drafting the documents that would constitute the financing deal,<br />
including amended corporate documents for Gate Five (to make Alcon an equity Member),<br />
payoff letters to the bridge lenders, and—importantly—a distribution agreement for the game<br />
between Gate Five and Warner Brothers, the distributor Alcon worked with on its film projects.<br />
Ms. Carter Waives the November 15 Financing Contingency and the Finance Contracts are<br />
Finalized in Early December<br />
55. As the finance contracts were being drafted in November, Ms. Carter, on multiple<br />
occasions, waived the Financing Contingency, the clause she would later purport to invoke as her<br />
basis for terminating. While Ms. Carter’s words and actions after November 15 all indicated that<br />
she remained committed to the project and had no concern about the Financing Contingency, she<br />
double crossed Gate Five and Alcon by suddenly claiming, on December 3, that the failure to<br />
close the financing by November 15 gave her the right to terminate the Agreement. Yet, by the<br />
time she did that, not only had Alcon committed to $19.2 million in financing, Ms. Carter,<br />
through her actions and words, had already waived the Financing Contingency.<br />
56. To start, Ms. Carter had early notice that the financing documents would not close<br />
by November 15. Alcon’s attorneys circulated a first draft on November 10, and that day the<br />
parties adopted a “target” closing date of November 19. Neither Ms. Carter nor her<br />
representatives indicated that time was of the essence, or that the closing date was at all material.<br />
57. To the contrary, her lawyers’ actions after November 15 were wholly inconsistent<br />
with abandoning the project. Starting November 16, for example—the day after her termination<br />
right supposedly arose—her lawyer participated with the other parties and their counsel in a<br />
week-long session in Los Angeles to complete the drafting of the financing documents and<br />
finalize the Warner Brothers contract. Although November 15 had passed, no one mentioned the<br />
Financing Contingency.<br />
PC Law # 15232 20
58. Two days later, her lawyer sent an e-mail confirming that Ms. Carter was going<br />
forward with the project. This e-mail announced “how we’re handling things on our end,” and<br />
identified the attorneys from his firm who would be working to close the various agreements on<br />
her behalf. To avoid any doubt, he clarified that:<br />
Although I do not anticipate that the various documents will be signed this weekend, I do<br />
think Ms. Carter can make a general announcement Monday as planned that she’s<br />
working on a video game project.<br />
59. On November 19, Ms. Carter’s attorney explicitly waived the Financing<br />
Contingency. He sent counsel for all parties an e-mail approving a provision which stated that<br />
the parties’ “termination rights” in connection with the Financing Contingency “are hereby<br />
deleted, and the parties waive any” such rights they would have previously had. He then stated<br />
that he would be “generally available later this afternoon and all weekend as needed to help get<br />
this wrapped up.”<br />
60. And yet again on November 24, after proposing certain changes to the financing<br />
documents (on which the parties shortly thereafter reached an agreement), Ms. Carter’s attorney<br />
confirmed that “[i]f the Alcon team would like to proceed with the transaction based on the terms<br />
outlined, we are prepared to work with you on Friday to get it completed.” The parties agreed<br />
and spent the following week working through the changes.<br />
61. Like her attorneys, Ms. Carter was forging ahead without regard to the Financing<br />
Contingency. On November 19, her publicist circulated a draft press release announcing that by<br />
joining Gate Five, Ms. Carter “has realized a long-held desire to enter the gaming space,” and<br />
that she and “her company”—Gate Five—had “joined forces with Mako Games in the<br />
development of a new project with a focus on dancing, singing, fitness, health and wellness.”<br />
62. And, while the Agreement expressly excused Ms. Carter from performing “any<br />
services” absent satisfaction of the Financing Contingency, in early November she reviewed<br />
PC Law # 15232 21
dozens of pages of design and creative material that Mako sent her on an iPad, providing Mako<br />
with her own handwritten notes and comments. She also personally reviewed and approved the<br />
press release for the game, as well as an internet “splash” page for fans to look at following the<br />
planned public announcement. Later, on Saturday, November 20, she spent five hours with<br />
Mako’s creative director in person in New York City discussing at length the creative and design<br />
aspects of the game. Ms. Carter never once disclosed that she believed November 15 had passed<br />
with no “committed financing,” or that she might wish to end her involvement in the project on<br />
that basis. To the contrary, she personally selected eleven of her most popular songs to feature in<br />
the game, including the mammoth-selling “Single Ladies (Put a Ring on It),” “Crazy in Love,”<br />
and “Get Me Bodied.” She even invited Mako’s creative director to join her in Australia for<br />
“several days”—where she would soon be vacationing—to further discuss choreography and<br />
design issues.<br />
63. Meanwhile, relying on Ms. Carter to act in good faith in finalizing the Alcon<br />
documents, Gate Five, with Ms. Carter’s knowledge, instructed Mako to keep the 70 person<br />
development team working on Starpower: Beyoncé at full capacity throughout the month of<br />
November.<br />
64. After a month of drafting, the various financing contracts and the Warner<br />
Brothers distribution deal were completed on December 2. That night, a senior executive of<br />
Alcon called BDJ’s President to congratulate him on having finalized the deal. On Friday,<br />
December 3, execution versions began to be circulated to the parties, and payment instructions<br />
were sent to Alcon, which was set to wire the first tranche the following Monday.<br />
PC Law # 15232 22
Ms. Carter Shocks Her Business Partners By Abruptly Purporting to Terminate the<br />
Agreement<br />
65. Things changed abruptly, however, in the middle of the following night. At 11:22<br />
p.m. on December 3, 2010, Ms. Carter’s lawyer (the same lawyer who had earlier agreed to<br />
waive the Financing Contingency) sent an e-mail purporting to terminate the Agreement based<br />
on the Financing Contingency. Attached to the e-mail was a notice stating that BI “is electing to<br />
terminate the License Agreement, effective immediately, due to Gate Five LLC’s failure to<br />
satisfy the Financing Contingency on or prior to November 15, 2010.”<br />
66. Ms. Carter’s midnight termination letter shocked everyone. Because the parties<br />
had signed off on the final Alcon contracts the day before, it seemed impossible that she would<br />
seriously contend there was a lack of “committed financing.” BDJ’s President received the e-<br />
mail early Saturday morning and responded in confusion, asking “[w]hat does this mean<br />
practically?” Although Ms. Carter’s attorney confirmed that she was backing out of the project,<br />
he would not say why. The other members of Gate Five offered to work with Ms. Carter to bring<br />
her back to the project, but they explained that until she would identify a problem, they were<br />
“shooting in the dark.”<br />
67. Ms. Carter would not explain her actions to Alcon either. On December 7, an<br />
Alcon senior executive sent an e-mail to one of her agents, calling her “dead of night”<br />
termination letter “deplorable” and noting that she “has never given a clear, consistent<br />
explanation as to why [she] abruptly pulled out of the arrangement [so] we do not even really<br />
know what her ‘issues’ are.”<br />
68. Ms. Carter’s conduct stunned even her father and then-manager. Mr. Knowles, on<br />
December 7, wrote to BDJ’s President that he was “disappointed about all of this. We had no<br />
idea this was happening. I thought in principle we had a deal.” Renouncing his daughter’s<br />
PC Law # 15232 23
maneuver, Mr. Knowles observed that “obviously Beyoncé is getting advice from her new<br />
attorneys and others that we are not align with.”<br />
Ms. Carter’s Purported Termination Constituted a Breach of the Agreement<br />
69. Ms. Carter had no right to terminate the Agreement, making her attempt to do so a<br />
breach of contract. As Ms. Carter well knew, Alcon had committed no later than October 29 to<br />
provide $19.25 million, based on the material terms agreed to that day, and subject only to the<br />
parties’ good faith approval of written documents embodying those terms. This alone constituted<br />
“committed financing” by November 15, sufficient to avoid termination pursuant to the<br />
Financing Contingency.<br />
70. The Alcon financing was, in any event, committed by December 2, when the<br />
contracts had been finalized and were waiting to be signed. Because Gate Five had $19.2 million<br />
in committed financing by December 2 at the very latest, Ms. Carter’s December 3 termination,<br />
for a supposed failure to have secured $5 million in committed financing, was invalid.<br />
71. Third, Ms. Carter repeatedly waived the Financing Contingency, rendering her<br />
termination right void regardless of whether financing was committed by November 15. Her<br />
lawyer stated in writing that Ms. Carter would proceed with the Alcon deal even though it had<br />
not closed by November 15. He also approved in writing a contract provision which expressly<br />
deleted the Financing Contingency. And Ms. Carter’s own conduct after November 15—such as<br />
spending hours with Mako working on the game, inviting Mako’s creative director to Australia<br />
to work on choreography and design issues, and finalizing a press release and internet “splash”<br />
page for the game—had been entirely inconsistent with an intent to terminate.<br />
72. Ms. Carter’s conduct also estopped her from terminating based on the Financing<br />
Contingency because Gate Five relied to its detriment upon her words and conduct indicating<br />
PC Law # 15232 24
that she was moving forward with the project. For example, if Gate Five had known that Ms.<br />
Carter planned to terminate based on the Financing Contingency, it would have instructed Mako<br />
to stop work. Instead, relying on Ms. Carter’s words and actions indicating that she intended to<br />
move forward with the project, Gate Five (with Ms. Carter’s knowledge) instructed Mako to<br />
continue working at full capacity on Starpower: Beyoncé, at great expense to Gate Five.<br />
Ms. Carter Makes An Extortionate Demand For New Compensation, Alcon Withdraws<br />
Financing, and Ms. Carter Leaves the Project<br />
73. Because the $19.2 million financing deal was complete on December 2, it was<br />
apparent to everyone that Ms. Carter was not backing out of the project because of a supposed<br />
failure to obtain $5 million in “committed financing.” Her true motivations became clearer on<br />
December 9, when her lawyer wrote to Gate Five and Alcon to suggest that she might not walk<br />
away after all. The e-mail did not mention any concern about financing. Instead, it addressed<br />
just one topic – Ms. Carter’s compensation. Though the parties had spent months negotiating<br />
compensation terms in the winter and spring of 2010, and had executed a binding contract in<br />
June 2010, her lawyer proposed, for the first time on December 9, a “new arrangement”<br />
regarding her compensation. The “new arrangement” was, in reality, a complete reworking of<br />
the structure and terms of compensation that she and BDJ had negotiated so carefully just<br />
months before. Her lawyer wrote that Ms. Carter was still “excited” about the project, and<br />
would be “very engaged and committed to it” if Gate Five would accept the “new arrangement,”<br />
i.e., if it would scrap her existing contract and replace it with an entirely new one.<br />
74. The December 9 e-mail proved that Ms. Carter’s purported termination had<br />
nothing to do with financing. If Ms. Carter believed the status of financing was so dire that she<br />
had to leave the project, it is inconceivable that her lawyer would have written that she was still<br />
excited about the project, and would resume her involvement with it, without ever mentioning<br />
PC Law # 15232 25
the issue of financing. The December 9 e-mail made clear that Ms. Carter purported to terminate<br />
not because she was legitimately concerned about financing, but because she was no longer<br />
satisfied with the contract terms she had negotiated and committed to just months before. 3<br />
75. The December 9 e-mail also helped explain why Ms. Carter sent the purported<br />
termination notice when she did. The only plausible conclusion is that Ms. Carter deliberately<br />
interrupted the financing by purporting to terminate because she thought that would leave Gate<br />
Five with no alternative but to accept the new contract she insisted upon shortly after she<br />
purported to terminate.<br />
76. Ms. Carter’s conduct shocked Alcon. Its senior executive’s e-mail to one of her<br />
agents conveyed both the sense of betrayal that stemmed from her sudden abandonment of the<br />
project, as well as the great personal hardships that her conduct would inflict on the other parties<br />
involved. He emphasized, for example, that her sudden abandonment of the game would force<br />
the development studios to lay off their employees and shut down their businesses, given that the<br />
studios were committed to the project as their only source of revenue. Attaching an e-mail from<br />
Planet Moon’s President begging Ms. Carter to “please, please make a deal today,” the Alcon<br />
senior executive characterized her purported termination as “morally reprehensible.” Moreover,<br />
her demand for a new contract meant that Alcon would have to throw out much of the due<br />
diligence and analysis it had painstakingly prepared over the course of many months, and re-start<br />
the process from scratch.<br />
77. Not long after Ms. Carter’s lawyer sent the December 9 e-mail, Alcon withdrew<br />
from the project because it regarded Ms. Carter as an unreliable and erratic business partner.<br />
3 Contemporaneous text messages from Ms. Carter’s creative director, Frank Gatson, support the same conclusion.<br />
When a Mako employee asked him why Ms. Carter had terminated, he said nothing about Gate Five’s finances.<br />
Rather, he linked her termination with her compensation, stating that “she thought the deal used her instead of pay<br />
her” and that they should give her what she wants because “she is a big star. Very big.”<br />
PC Law # 15232 26
Nonetheless, even after her betrayal of trust and Alcon’s withdrawal, Gate Five still tried to<br />
continue the project with Ms. Carter. In an e-mail dated December 16, BDJ’s President told her<br />
lawyer that Gate Five would accept her new demands and emphasized that if she would just<br />
reaffirm the Agreement, “our existing investors”—meaning the bridge lenders—“are ready to<br />
begin funding the project tomorrow.” He explained that “up to $3 million” in additional<br />
financing (on top of the money BDJ had invested and the $2 million bridge loans) was<br />
immediately available “to fund development through April 1,” which would “give us ample<br />
opportunity to work with you to secure a mutually agreeable completion financing deal.”<br />
78. Four days later, Ms. Carter’s lawyer responded in writing that Ms. Carter “has no<br />
interest in moving forward ….” Once again, he made no mention of any concern about Gate<br />
Five’s ability to raise financing.<br />
79. With no Beyoncé, millions of dollars in debt to its bridge lenders, millions of<br />
dollars in debt to its developers, and stuck with a Beyoncé-specific game that could not easily be<br />
retooled for a new celebrity, Gate Five was forced to cease work on the project.<br />
Ms. Carter Solicits Mako Employees for Her “New Company”<br />
80. But while Ms. Carter wanted to abandon Gate Five, it now appears that she had<br />
no intention of abandoning the increasingly profitable motion-driven video game business.<br />
Rather, there is evidence that she still intends to work on a game that is like Starpower: Beyoncé,<br />
and perhaps even a derivative of Starpower: Beyoncé. Text messages her creative director wrote<br />
to Mako’s art director in late December confirmed that Ms. Carter still wanted to work on a<br />
game and explained that she was looking to hire people who had worked on Starpower: Beyoncé.<br />
He wrote:<br />
PC Law # 15232 27
I gave [Ms. Carter] 5 people name and suggested she still work when she finds<br />
new company and u are one of them. But those people should give her what she<br />
wants. . .<br />
81. Around the same time Ms. Carter’s lawyer sent Mako’s lawyer an e-mail in which<br />
he listed the names of five game developers who had been working on Starpower: Beyoncé. Ms.<br />
Carter’s lawyer did not write a single other word in the e-mail – rather, he just identified five<br />
names. Her lawyer had been nearly as cryptic in the phone call that he made to Mako’s lawyer<br />
just before he sent the list. On the phone, Ms. Carter’s lawyer said that Ms. Carter wanted to<br />
know whether certain of the Starpower: Beyoncé developers were employees of Mako or Planet<br />
Moon. He did not explain why Ms. Carter was interested in the employment status of the people<br />
who had worked on Starpower: Beyoncé.<br />
Gate Five’s Injuries<br />
82. Gate Five has lost many millions of dollars as a direct result of Ms. Carter’s<br />
breach of the Agreement. First and foremost, by repudiating the Agreement and refusing to<br />
complete or market the game, Ms. Carter caused Gate Five to lose all of the profits it would have<br />
earned from Starpower: Beyoncé. Because of Ms. Carter’s breach, it is impossible to know<br />
exactly how profitable the franchise would have been. Nonetheless, it is beyond reasonable<br />
contention that the games would have generated very substantial profits.<br />
83. First, there can be no serious dispute that the game would have been completed<br />
and marketed absent Ms. Carter’s breach. At the time she purported to terminate the Agreement,<br />
(i) the development work was on track for a November <strong>2011</strong> release, (ii) Alcon had meticulously<br />
analyzed the game’s cost structure and finalized an agreement to fund 100% of the development<br />
costs, (iii) Gate Five had alternate sources of financing, (iv) the parties had completed a<br />
distribution agreement with Warner Brothers for the worldwide marketing and distribution of the<br />
game in six languages, and on all three major video game consoles (meaning the Wii, the Xbox<br />
PC Law # 15232 28
and the PlayStation), (v) Ms. Carter was contractually bound to actively promote the game and<br />
its sequels, and (vi) Gate Five had received an informal commitment from Wal-Mart’s senior<br />
buyer to make an initial order, for Wal-Mart alone, of at least 500,000 copies of the first game.<br />
Under these circumstances, the only question left to be answered was how many millions of<br />
copies would be sold.<br />
84. Based on the sales of comparable games, that number would have been in the<br />
range of 15 to 30 million copies or more. To begin, it appears that comparable products have<br />
enjoyed sales in that range, as the popularity of interactive video games has soared over the past<br />
few years. The star-driven Guitar Hero franchise—music oriented games played with a guitar-<br />
shaped controlling device—has sold approximately 53 million copies. Another music themed<br />
game is the Rock Band series; with several editions released since 2007, Rock Band has sold<br />
approximately 21 million units worldwide.<br />
85. Starpower: Beyoncé was intended to be marketed not just as a music and dance<br />
game, but also as a fitness game. This genre of games, like music and dance-based games, has<br />
also been extremely popular. Wii Fit, for example, is a fitness game released in 2008 on the Wii.<br />
Wii Fit was reported to have sold 23 million copies in approximately two years. A sequel, Wii<br />
Fit Plus, was released in 20<strong>09</strong>; on information and belief, this game sold 2.16 million copies<br />
within a single month, and 19 million as of the spring of 2010.<br />
86. In the category of dance-themed video games, Just Dance is a franchise available<br />
only on the Wii; it has already sold approximately 13 million copies and is still selling strong.<br />
The early performance of two new dance games – Dance Central and Michael Jackson: The<br />
Experience – suggests that they will achieve similar success in the market. Michael Jackson:<br />
PC Law # 15232 29
The Experience sold about 2 million copies in five months, while Dance Central sold 1.8 million<br />
copies in the same time frame.<br />
87. Starpower: Beyoncé has major commercial advantages over all of these<br />
comparable products. Wii Fit, Just Dance, Dance Central and Michael Jackson: The Experience<br />
can each be played on only one of the three major game consoles. Starpower: Beyoncé, on the<br />
other hand, would have been playable on all three consoles. And while Wii Fit, Just Dance and<br />
Dance Central are not associated with any celebrity, Starpower: Beyoncé had the biggest star in<br />
the world as its headline star. Third, in contrast with the expensive, bulky control devices that<br />
purchasers must buy in order to play Guitar Hero and Rock Band, purchasers of Starpower:<br />
Beyoncé would not have to buy any dedicated control device and could buy the game for<br />
approximately half of what Guitar Hero cost. Also, none of the artists associated with Guitar<br />
Hero (e.g., the rock bands Van Halen and Aerosmith) are currently enjoying anything close to<br />
Beyoncé’s level of global commercial success.<br />
88. Starpower: Beyoncé had at least two other key commercial advantages over<br />
comparable games. First, it was one of the first music or fitness games built to be played on the<br />
Kinect. This was an enormous benefit given how wildly popular Kinect has turned out to be.<br />
Kinect has been far more successful than Gate Five, Ms. Carter, Alcon, or probably even<br />
Microsoft ever thought it could possibly be. On March 9, <strong>2011</strong>, Microsoft announced that it had<br />
sold 10 million units of the Kinect since its release on November 4, 2010; the same day, the<br />
Guinness World Records organization announced that the Kinect had become the “Fastest-<br />
selling Consumer Electronics Device” in history. Inasmuch as the public has fallen in love with<br />
the Kinect and is buying it at a record breaking pace, there is good reason to believe that<br />
Starpower: Beyoncé’s sales would have been boosted by its enormous popularity.<br />
PC Law # 15232 30
89. Second, Ms. Carter was contractually obligated to personally assist with the<br />
development and promotion of the game to an extent that no other celebrity associated with a<br />
video game has ever been. Ms. Carter herself commented that her arrangement with Gate Five<br />
was “revolutionary” in the video game industry because, rather than simply licensing her name<br />
and likeness for Gate Five to use in the game (as is done in most video game deals with<br />
celebrities), she became an equity member of Gate Five and would therefore be personally<br />
“vest[ed] in the development of the . . . company.” She committed under the Agreement, for<br />
example, to participate in facial and body scans to be used by the developers, a motion capture<br />
shoot to incorporate her dancing into the game, voice recording sessions, print and video<br />
commercials, live personal appearances at several promotional events, and to “comply with<br />
whatever reasonable instructions, or suggestions that Gate Five or its agents may give Mrs.<br />
Carter in connection with the rendition of services.” Ms. Carter, in other words, specifically<br />
bargained for an equity stake in Gate Five, and in order to get it she agreed to personally commit<br />
to the development and promotion of the game to an extent that was unprecedented in the<br />
industry. Her representatives stressed this fact in meetings with investors and retailers,<br />
emphasizing that her equity interest in Gate Five, and consequent “full commitment” to<br />
developing and promoting Starpower: Beyoncé, would translate to huge sales.<br />
90. Under these circumstances, an estimate that Starpower: Beyoncé would have sold<br />
15 million copies is a conservative one. Using this number as a modest example (given that the<br />
real number would have likely been much higher, as will be demonstrated at trial), Gate Five<br />
would have earned in excess of $172 million in profits on sales of the game, in light of the<br />
detailed cost-structure chart prepared by Alcon during due diligence. This figure, moreover, does<br />
not even include the substantial profits Gate Five would have earned from sales of additional<br />
PC Law # 15232 31
content that consumers could purchase for the game after buying the game itself, such as<br />
additional songs or features. By wrongfully terminating the Agreement, Ms. Carter prevented<br />
Gate Five from earning these profits.<br />
91. Putting lost profits aside, Gate Five would alternatively be entitled to recover a<br />
comparable amount equal to the market value (in a hypothetical market) of what Ms. Carter<br />
destroyed by breaching the Agreement—i.e., the value of the exclusive right to release, in the fall<br />
of <strong>2011</strong>, a dance-based video game available for all three game console systems, starring and<br />
extensively marketed by Beyoncé as a vested business partner. New York courts have<br />
recognized that a contract right such as this has inherent value, and that as an alternative to lost<br />
profits, a plaintiff is entitled to prove and recover that value where his contract rights have been<br />
breached.<br />
92. Finally, wholly apart from the above categories of damages, Ms. Carter’s breach<br />
caused the loss, at the very least, of the money that Gate Five invested into the development of<br />
Starpower: Beyoncé, which amounts to at least $6.7 million. Gate Five is entitled to recover that<br />
sum, and is also entitled to an injunction prohibiting Ms. Carter from pursuing a video game with<br />
any other company during the term specified in the Agreement.<br />
First Cause of Action<br />
(Breach of Contract, Against Both Defendants)<br />
93. Gate Five incorporates by reference the foregoing allegations of the complaint.<br />
94. The Agreement is a valid and binding contract.<br />
95. Under the Agreement, Ms. Carter granted Gate Five, for a period of five years, an<br />
exclusive, perpetual, worldwide, royalty-free license to use her name and likeness in connection<br />
with the development, commercialization and marketing of Starpower: Beyoncé and its sequels,<br />
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and agreed to provide certain services (i) to enable Gate Five to develop the game, and (ii) to<br />
promote the game.<br />
96. Ms. Carter purported to terminate the Agreement and revoke the license, pursuant<br />
to Section 6(b)(v), which permits either party to terminate if Gate Five fails to obtain “committed<br />
financing or additional capital” in the amount of $5 million by November 15, 2010.<br />
97. Ms. Carter had no right to terminate the Agreement pursuant to Section 6(b)(v)<br />
because Gate Five had already obtained “committed financing or additional capital” in excess of<br />
$5 million by November 15, 2010.<br />
98. Ms. Carter also had no right to terminate the Agreement pursuant to Section<br />
6(b)(v) because she waived that provision, through her own actions and statements and those of<br />
her agents, indicating that she was continuing with the project.<br />
99. Ms. Carter also had no right to terminate because Gate Five relied to its detriment,<br />
by incurring millions of dollars in fees and expenses, on her and her agent’s actions and<br />
statements indicating she was continuing with the project.<br />
100. Ms. Carter’s purported termination of the Agreement pursuant to Section 6(b)(v)<br />
thus constituted a breach.<br />
101. Gate Five has performed all of its obligations under the Agreement.<br />
102. As a result of Ms. Carter’s breaches, Gate Five was unable to complete the<br />
development of Starpower: Beyoncé and its sequels, or to market and sell them, as contemplated<br />
under the Agreement.<br />
103. Gate Five has been injured by Ms. Carter’s conduct in an amount to be<br />
determined at trial.<br />
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Second Cause of Action, in the Alternative<br />
(Breach of the Implicit Covenant of Good Faith and Fair Dealing,<br />
Against Both Defendants)<br />
104. Gate Five incorporates by reference the foregoing allegations of the complaint.<br />
1<strong>05</strong>. The Agreement is a valid and binding contract.<br />
106. Under the Agreement, Ms. Carter had an implied duty to act good faith not to take<br />
any action to prevent Gate Five from receiving the benefit it bargained for under the Agreement.<br />
107. Even if Ms. Carter had a right to terminate the Agreement based on a failure by<br />
Gate Five to obtain “committed financing” by November 15, 2010 (which is expressly denied),<br />
she exercised that right in bad faith by:<br />
(a) Doing so after she had repeatedly consented to Gate Five’s decision to<br />
wait until after November 15 to close a financing deal;<br />
(b) Timing her termination of the Agreement so that it would disrupt the<br />
closing of Gate Five’s expected financing;<br />
(c) Using the disruption in Gate Five’s expected financing to try to obtain<br />
additional compensation from Gate Five; and<br />
(d) Using the Financing Contingency as a pretext to purport to terminate the<br />
Agreement, even though the Financing Contingency had nothing to do<br />
with her real reasons for seeking to terminate.<br />
108. After terminating the Agreement in bad faith, Ms. Carter refused to provide any<br />
further services to Gate Five.<br />
1<strong>09</strong>. As a direct result of Ms. Carter’s bad faith, Gate Five was unable to complete the<br />
development of Starpower: Beyoncé, or to market and sell the game or its sequels as<br />
contemplated by the parties.<br />
110. Gate Five has been injured in an amount to be determined at trial.<br />
Third Cause of Action<br />
(Injunction, Against Both Defendants)<br />
111. Gate Five incorporates by reference the foregoing allegations of the complaint.<br />
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terminated it.<br />
112. The Agreement is a valid and binding contract, and Ms. Carter has not validly<br />
113. Under the Agreement, Ms. Carter agreed not to participate in any video game<br />
except Starpower: Beyoncé for a period of eighteen months after the release of that game or any<br />
sequel, “[p]rovided that the Game has been commercially released in the United States on or<br />
prior to December 31, <strong>2011</strong>.”<br />
114. By repudiating the Agreement, Ms. Carter has prevented Gate Five from<br />
releasing Starpower: Beyoncé or any sequels; absent Ms. Carter’s wrongful abandonment of the<br />
Agreement, Starpower: Beyoncé would have been released worldwide on or prior to December<br />
31, <strong>2011</strong>.<br />
115. On information and belief, Ms. Carter is using, or permitting a third party to use,<br />
her name and likeness in a video game other than Starpower: Beyoncé, in breach of the<br />
Agreement.<br />
116. Gate Five is entitled to an injunction prohibiting Ms. Carter from permitting her<br />
name and likeness to be used in violation of the Agreement.<br />
WHEREFORE, plaintiff Gate Five respectfully requests that the Court enter judgment in<br />
its favor and grant the following relief:<br />
(a) On its first cause of action, an order awarding damages in an amount to be<br />
determined at trial, plus statutory interest;<br />
(b) On its second cause of action, an order awarding damages in an amount to be<br />
determined at trial, plus statutory interest;<br />
(c) On its third cause of action, an order enjoining Ms. Carter and BI from associating<br />
with any other video game; and<br />
PC Law # 15232 35