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FILED: NEW YORK COUNTY CLERK 05/09/2011

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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

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