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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 />

PC Law # 15232 32


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 />

PC Law # 15232 33


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 />

PC Law # 15232 34


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

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