Page 8 - ETA Team 2020 Year In Review Brochure
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MUSIC AND PODCASTS
• Advised Peloton Interactive, Inc. on music rights and licensing issues and strategy, including, negotiation and documentation of international music blanket licenses with both record labels and music publishers. Handled a multi-year partnership agreement with JP Morgan Chase Bank for Chase to become the exclusive credit card partner of Peloton and Peloton the exclusive at-home fitness and wellness partner of Chase with benefit program to their mutual customers.
• Represented Spotify in their recently launched podcast division, including assisting in-house teams in the creation of new business models and agreements, and the negotiation of 150+ deals for first look arrangements, production services, underlying licenses, and hosting and talent services agreements in this emerging and exciting area of content production and monetization.
VIDEO GAMES, VIRTUAL REALITY AND TECHNOLOGY
• Represented BAFTA-award-winning games company Supermassive Games in connection with the production of several cutting edge VR videogames, including “The Quarry” featuring Halston Sage and Evan Evagora, and “House of Ashes” featuring Ashley Tisdale.
• Represent AmazeVR on legal matters related to its fully-immersive VR concert platform and deal with R&B Duo, Cerradi, for its first virtual concert. AmazeVR has created novel multi-sensory experiences for people in quarantine. They will use a high-resolution video feed, haptic motion, and stereoscopic computer-generated elements to provide an immersive virtual experience.
• Represented award-willing and cutting-edge virtual reality producer Wevr in connection with the financing, development and production of Jon Faverau’s game changing virtual reality experience “Gnomes & Goblins.”
• Represented Vindex, the leading global esports infrastructure company, in its acquisition of the Belong Gaming Arenas brand and all associated IP from GAME DIGITAL LIMITED, the largest video games retailer in the United Kingdom and Spain. GAME operates more than 500 video game retail stores and launched Belong in 2016 to build a network of local gaming communities that play, watch and compete together in state-of-the-art gaming centers.
• Represented WaveXR, a leading technology and entertainment company that is producing virtual concerts using motion capture technology with artists such as John Legend, Tenashe and a variety of other A-List artists, for numerous different distribution and gaming platforms.
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ENTERTAINMENT, TECHNOLOGY AND ADVERTISING 2020 YEAR IN REVIEW