Tag Archives: IP

SAM Partner Kevin DeBré Featured as Speaker at Beverly Hills Bar Association Event

Kevin DeBréStubbs Alderton & Markiles’ Partner Kevin DeBré will be featured as a speaker at “Commercial Activities Conducted Through the Internet: Exploration of Transactional Aspects, IP Rights, Business Law Considerations and Tax Issues.” The event will be Thursday May 11th, 2017 at the Beverly Hills Bar Association and will discuss and analyze a range of topics about allocation of digital IP rights, cross-border date transfers and compliance with applicable privacy laws, and data security and liability exposures from breaches and more.

To find out more information about this event click here.

To find out more about Stubbs Alderton & Markiles’ Intellectual Property & Technology Transactions practice contact Kevin DeBré at kdebre@stubbsalderton.com

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Six Stubbs Alderton & Markiles’ Attorneys Listed as 2017 Southern California Super Lawyers

Stubbs Alderton & Markiles, LLP is pleased to announce that six lawyers have been named to the 2017 Southern California Super Lawyers. Super Lawyers is a rating service of outstanding lawyers from more than 70 practice areas who have attained a high-degree of peer recognition and professional achievement. The patented selection process includes independent research, peer nominations and peer evaluations.

Super Lawyers Magazine features the list and profiles of selected attorneys and is distributed to attorneys in the state or region and the ABA-accredited law school libraries. Super Lawyers is also published as a special section in leading city and regional magazines across the country. Lawyers are selected to a Super Lawyers list in all 50 states and Washington, D.C.

Stubbs Alderton & Markiles, LLP would like to congratulate the following attorneys named to the 2017 Super Lawyers list –

Scott Alderton - Super LawyersScott Alderton is a founding partner of the Firm, Managing Partner, and a member of the Firm’s Executive Committee.  Scott is co-chair of the Firm’s Venture Capital and Emerging Growth Practice Group and chair’s the Firm’s Interactive Entertainment and Video Games Group. Scott advises both public and private clients across a number of industries, including technology, manufacturing and distribution of goods in commerce, finance, the Internet, interactive video games, and new media industries.

Joe Stubbs - Super LawyersJoe Stubbs is a founding partner of the Firm, and a member of the Firm’s Executive Committee. He is co-chair of the Firm’s Venture Capital and Emerging Growth Practice Group, and of the Firm’s Mergers and Acquisitions Practice Group. Joe practices in the areas of corporate and securities law, emphasizing the corporate representation of both publicly-held and privately-held emerging growth and middle-market companies, venture capital and private equity firms, angel investment groups and investment banks.

Michael Sherman - Super LawyersMichael Sherman is an accomplished trial lawyer in high-stakes, “bet-the-company” litigation, and has represented both large and early-stage companies as well as entrepreneurs in all facets of business and complex commercial litigation. He has evenly split his litigation practice on both the plaintiff and defense side of cases, has first-chaired numerous trials in complex matters in industries as varied as energy, securities, healthcare, environmental, consumer products, technology, project development/finance, advertising, real estate and apparel, and is highly skilled in class actions and unfair competition law.

Jeffrey F. GershJeff Gersh - Super Lawyers is a Partner of the Firm. He has litigated, arbitrated, or mediated complex business and commercial matters, for both plaintiffs and defendants, whether individuals, public or private corporations, partnerships, limited liability companies and/or its members, shareholders and partners, involving various types of disputes, including contract matters, trade secrets, intellectual property (trademarks, copyrights and trade dress) negligence and fraud, employment, real estate, license agreements, the apparel and garment industry, and general business matters.

Kevin Debre - Super LawyersKevin D. DeBré is the chair of the Firm’s Intellectual Property & Technology Transactions Practice Group.  Kevin advises entrepreneurs and companies that use intellectual property to build their businesses.  Kevin has particular expertise in structuring and negotiating technology commercialization and patent licenses, strategic alliances, research and development collaborations, trademark licensing and brand merchandising agreements and manufacturing, distribution and marketing arrangements.  He also counsels clients on compliance with data security and privacy laws and regulations.

Tony Keats is a partner of the Firm and Co-chair of the Trademark and Copyright Practice Tony Keats - Super LawyersGroup. Tony’s almost three decade legal career has focused on both the legal and business protection of brands and creative content from consumer products to entertainment, from designer goods to the Internet. Since he commenced practice, he has provided counsel and has litigated cases on behalf of many of the world’s largest consumer product and entertainment companies, as well as individual entrepreneurs, actors, and musicians. Tony’s litigation background also includes related commercial matters involving unfair competition, contract disputes, rights of publicity violations, business torts, domain name infringement, and idea submission claims.

The official Super Lawyers 2017 publication can be read in its entirety here.

For more information about Stubbs Alderton & Markiles, contact Heidi Hubbeling at hhubbeling@stubbsalderton.com or (310) 746-9803.

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SAM Partner Kevin DeBré Featured as Speaker at California State Bar Event

Kevin DeBréStubbs Alderton & Markiles’ Partner Kevin DeBré will be featured as a speaker at “Tips and Tricks for IP Practitioners” presented by The State Bar of California. A fireside chat with startup technology attorney, Kevin DeBré, and Founder of Ring, Jamie Siminoff discussing innovation within a startup and considerations driving decisions about IP protection and enforcement. The event will be Tuesday, January 24, 2017 at the JW Marriott Santa Monica Le Merigot.

For more information about the event visit their website here. 

To find out more about Stubbs Alderton & Markiles’ Intellectual Property & Technology Transactions practice contact Kevin DeBré at kdebre@stubbsalderton.com

 

 

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Kevin DeBré’s Article “Let Your Business Strategy Drive IP Protection” Featured in the WSJ’s The Accelerators Column

 

WSJ

SAM Partner Kevin DeBré‘s article “Let Your Business Strategy Drive IP Protection” has been featured in today’s edition of the online WSJ column, The Accelerators.

Kevin discusses how a startup company can protect their innovation while furthering their business objectives.

To read the full article, click here.

Kevin DeBré advises entrepreneurs and companies engaged in building businesses based upon technology or intellectual property assets and he has particular expertise in structuring and negotiating intellectual property-driven deals. A business lawyer, a registered patent lawyer and a former engineer, Kevin handles a wide range of transactions, develops IP protection strategies and advises management teams on compliance with privacy and data security laws and regulations.

For more information about our Intellectual Property Practice, contact Kevin at (818) 444-4521 or kdebre@stubbsalderton.com

 

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Kevin DeBré to be Featured Speaker at Coloft Academy’s Startup Legal: Intellectual Property – March 4th, 2013

SAM Partner Kevin DeBré will be the featured instructor at Coloft’s Startup Legal Class on Intellectual Property on Monday, March 4th from 7:00-8:30pm.  For more information and registration, click here.

For more information regarding our Intellectual Property Practice, contact Kevin at (818) 444-4521 or kdebre@stubbsalderton.com.

 

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Navigating the Waters of Work For Hire

Steve Goldstein is a Partner of the Firm and Chair of the Interactive Entertainment and Video Games practice group. Steve’s practice concentrates on advising clients within the video game industry on legal issues across all aspects of their business, including negotiation of video game publishing agreements, merchandizing agreements, co-marketing agreements and other inbound and outbound licenses regarding the exploitation of video game intellectual property, Internet best practices, drafting of online game privacy policies and terms of use, alternative financing, global corporate structuring, and legal issues related to the use and trade of virtual goods.

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There was a time in console and PC game development when developers could enter a publishing agreement and retain the rights to the IP they created.  With increasing market pressure, downward sales and pervasive aversion to risk by publishers, those days are long over unless you are one of a very select group of incredibly successful independent developers.  As such, almost any type of development deal which involves a publisher financing the lion’s share of a game will be a “work made for hire” in which the publisher will own all right, title and interest in the game being developed, regardless of whether the game was the original idea of the developer.  Even though the industry standard is for developers to give up the rights on the games they work on, there are many ways that developers can protect themselves so they can get the most out of a work-for-hire agreement.  The following is a list of suggestions and tips to keep as much as you can when dealing with a work-for-hire negotiation.

You should keep your tools and technology.  A work-for-hire agreement always starts from the standpoint that a publisher gets everything that the developer creates in the course of making a game for the publisher.  However, this does not make much sense when a developer is working on re-usable code that can apply to multiple games, such as game engines, physics engines, effects, etc.  To use a film analogy, just because a studio pays for the production of a film, it does not necessarily own the cameras that were used to shoot that film.  If you are developing your own technology and software tools to create a game and you do not specifically state that those tools and tech are not to be deemed part of the work-made-for-hire, you will unintentionally give away vital assets of your studio.  By including a carve-out for tools and tech, you are building value in your company even though you may not own the game you are working on.

If you do negotiate a carve-out for your tools and tech, the publisher is going to ask for a broad-based license to use those tools and technology.  It is important to keep this license as narrow as possible.  Again, these technologies are valuable assets of your company, and if a publisher has open-ended rights to use (or to allow other developers to use) your software to create any type of game that publisher wants, this diminishes the value of those assets.  You therefore want to limit the publisher’s rights to use your tools and tech strictly (1) to the extent the tools and tech are integrated in the game, to distribute the tools and tech to end users solely as the tools and tech are embodied in the game in object code only, and (2) to use the tools and tech to complete the game solely in the event that the publisher terminates the agreement due to your uncured material breach.  This is an extremely narrow license, but it is possible to achieve with the right amount of negotiation.

It’s not the IP, it’s the revenue streams.  Many developers think that they lose value in their company when they create a new IP under a work-for-hire because they are giving up their rights in IP that they would otherwise own.  However, a work-for-hire can be tremendously valuable if the agreement between the developer and publisher is structured so that the developer has solid revenue streams from the IP.  In other words, a developer may be far better off under a work-for-hire in which the developer has a significant royalty, an aggressive recoupment structure and participation on ancillaries than the developer would if the developer owned the IP but had a low royalty rate.  Further, publishers have a stronger incentive to invest marketing and promotional dollars into a game that they own than a game that they have licensed.  Going back to the film analogy, most motion picture directors do not own the movies they create on behalf of the studios.  Very successful directors, while they don’t own the movie they make, do have significant royalty participations, not only on the film itself, but on all ancillary properties and merchandise that the film generates.  If a director creates a billion dollar film franchise and has a significant participation, that director is not going to mind that the studio owns the IP he or she made.  In short, the aggressive negotiation of the revenue streams that a developer receives from a work-for-hire may be better than actually retaining ownership of the IP.

If you don’t own the IP, make sure you are attached to it.  Another major risk factor in entering into a work-for-hire agreement is that the developer that creates the IP will not be able to work on future iterations of that IP, such as sequels or ports.  It is therefore critical that the developer negotiates long-term rights to work on future projects related to the IP.  Typically, these rights are in the form of rights of first negotiation and last refusal.  A right of first negotiation ensures that the developer has the opportunity to negotiate working on an ancillary project prior to the publisher negotiating with any other third party for that same project.  This right is typically granted by the publisher.  The right of last refusal is more favorable to the developer, and thus, rarely granted by publishers.  This right states that if the developer and publisher do not come to an agreement under the right of negotiation, if the publisher negotiates a deal with a third party developer for the development of a particular ancillary property, before entering into that deal, the publisher must offer the same terms to the developer of the original property.  If the developer passes on the offer, the publisher may enter into an agreement with the third party developer.  “First and last rights” can also be intricately tied to royalties as well.  As part of negotiating these rights, developers should also ensure that to the extent they “pass” on working on a port, sequel or prequel, the developer should still receive royalties as part of the developer’s ancillary rights royalty stream.

While the “work-for-hire” is not ideal for all developers, through proper negotiation, a “work-for-hire” can provide significant and long-term revenue streams to a developer.  Although the proposition of losing your IP can be daunting, by approaching “work-for-hire” with a long-term strategic focus on royalties, retention of technology and ongoing rights to work on a franchise, a “work-for-hire” can build tremendous value in your studio.

This article is provided for informational purposes only and does not constitute legal advice.  For more information regarding video game legal issues, please contact Partner Steve Goldstein, Chair of the Interactive Entertainment & Video Games Practice at (818) 444-4510 or sgoldstein@stubbsalderton.com.

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“Aereo Gets More Air Time”

Kevin DeBré, Stubbs Alderton & Markiles, LLP Partner and Intellectual Property Practice Group Chair is featured in the Licensing Forum of the IP Law Section New Matter Publication of the State Bar of California, Volume 37, Number 3.  His article “Aereo Gets More Air Time” discusses the decision by The Southern District of New York to deny the request by television broadcast industry giants for a preliminary injunction that would have put Aereo out of business.  This decision may also signal independence for cable and satellite system operators from paying retransmission fees to broadcasters.  If this decision stands, it may force the networks to rethink their business model for broadcast TV.  To view Kevin’s article, click Licensing Forum.

For more information about our Intellectual Property and Licensing Practice Area, contact Kevin DeBré at kdebre@stubbsalderton.com or (818) 444-4521.

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Stubbs Alderton & Markiles, LLP Encourages You to Attend – Designing for Impact III: Workshop on Building the National Network for Manufacturing Innovation

Designing for Impact III: Workshop on Building the National Network for Manufacturing Innovation

Sign up now!

September 27, 2012
Arnold and Mabel Beckman Center of the National Academies of Sciences and Engineering, Irvine, CA

This regional workshop, third in a series to be held across the nation, provides an opportunity for representatives from industry, academia, and government to share perspectives, pose questions, and propose ideas to design the proposed National Network for Manufacturing Innovation (NNMI). Join other regional stakeholders and share your perspectives on how best to strengthen the U.S. innovation infrastructure to help manufacturers improve capabilities, develop new advanced products and processes, gain market share, and create new jobs.

The Designing for Impact workshop will acquaint U.S. manufacturing stakeholders with the principles and concepts motivating this public-private national initiative, as proposed in President Obama’s budget for Fiscal Year 2013, and will provide a forum for public discussion of this new initiative. Most of the workshop will be devoted to interactive sessions designed to solicit ideas on how to best structure the NNMI and its regional hubs—Institutes for Manufacturing Innovation (IMIs).

The Designing for Impact workshop series is organized by the federal interagency Advanced Manufacturing National Program Office (AMNPO), in cooperation with stakeholders and local organizations. AMNPO partner agencies include the Department of Commerce and its National Institute of Standards and Technology (NIST), Department of Defense, Department of Education, Department of Energy’s Advanced Manufacturing Office, Department of Labor, National Aeronautics and Space Administration (NASA), and National Science Foundation. Local hosts and co-organizers for this Designing for Impact III event include the National Academy of Engineering (NAE), the National Academies’ Government-University-Industry Research Roundtable (GUIRR) and University-Industry Demonstration Partnership (UIDP), the University of California (UC) Irvine, and NASA’s Jet Propulsion Laboratory (JPL).

Conceived to address strategic gaps in the U.S. innovation system, the NNMI will be a network of up to 15 regional hubs—Institutes for Manufacturing Innovation (IMIs)—that will connect research discoveries and ideas for new technologies and products with current U.S. manufacturers as well as with the start-up firms of tomorrow. Regional collaborations will bring together industry, universities and community colleges, federal agencies and states to accelerate innovation by investing in industrially relevant manufacturing technologies with broad applications and to support education and training of an advanced manufacturing workforce.

The President has requested $1 billion in one-time funding to build the NNMI. The federal investment would be matched by funding from the private sector and state and local government organizations. The interactive discussion sessions will focus on four topics key to the success of individual IMIs and the NNMI:

– Technologies with Broad Impact,
– Institute Structure and Governance,
– Strategies for Sustainable Institute Operations, and
– Education and Workforce Development.

Input gathered during this and other Designing for Impact workshops, and received in response to the Request for Information (RFI) that was published in the Federal Register on May 4, 2012, will help to shape the vision, goals, and organization of the IMIs and the entire network.

Who Should Attend
The NNMI is a collaborative effort to improve the U.S. manufacturing sector’s competitiveness and innovation performance. It requires participation by small, medium-sized, and large manufacturers, universities and community colleges, state and local governments, economic development organizations, and other stakeholders. Broad participation by these various sectors is essential to identifying the most important matters in shaping the Institutes and the network.

Location
The workshop will be held at the Arnold and Mabel Beckman Center of the National Academies of Sciences and Engineering, located at 100 Academy, Irvine, CA 92617 (Tel: 949-721-2200).

Registration Information
Advance online registration is now open and will close at 11:59 PM Pacific time, September 18, 2012. After advance registration closes, registration will be permitted only on a first-come, first-served basis, either online or on-site on the day of the event, should space be available. Early registration is encouraged. For more information, contact Calit2 — University of California Irvine at (949) 824-9622, or email info@calit2.uci.edu.
Click here to register.

Event Fee: A $50 event fee, payable at the time of registration, is required and includes a working lunch and two breaks. Attendees must pay this fee by 11:59 PM Pacific time, September 18, 2012.

For more information, visit: http://manufacturing.gov/event_092712.html

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“Steve Jobs’ Insanely Huge Impact on Intellectual Property” : Kevin DeBré

Partner Kevin DeBré is featured in the Licensing Forum of the IP Law Section New Matter Publication of the State Bar of California, Volume 36, Number 4.  His article “Steve Jobs’ Insanely Huge Impact on Intellectual Property” discusses the specifics of Steve Jobs’ creation of new licensing models and reshaping how intellectual property is distributed.  To view Kevin’s article, click here.

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SAM Partner Kevin Debré Featured Speaker at the Regulatory Science Program Fall 2010 Seminar

SAM Partner Kevin DeBré was the featured speaker at the Regulatory Science Program Fall 2010 Seminar at the USC Health Sciences Campus on November 6, 2010.  Mr. DeBré  spoke on the use and defense of intellectual property in the medical products industry, including how to license intellectual property, pitfalls of deal strategy and protection of IP under a license arrangement.

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