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however. As the declarations of the tattooists themselves. nor fundamental copyright law principles support Solid Oak’s novel claim to control the depiction of tattooed individuals. through this action. “Take-Two”) submit this memorandum of law in support of their motion for summary judgment. Tattoos. Solid Oak seeks to create the unprecedented obligation on those NBA players and the companies working with them to receive permission from and pay money to Solid Oak when the players are realistically depicted with their tattoos in video games or. Now.’ SUF”) 1 Each tattooist’s. Solid Oak Sketches. and unrebutted expert witnesses show: Take-Two’s NBA 2K video game series is a de minimis and fair use of the Tattoos and. as Thomas Ray Cornett. declared. represent the vital expression of the tattooed individual’s identity and likeness. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 6 of 31 2K Games. ¶ 1 (emphasis added).1 Solid Oak’s position is undermined in four critical ways. who inked two of the Tattoos. As video game expert Dr. “the Tattoos are a fractional. Inc. by extension. LeBron James. LLC (“Solid Oak”) obtained copyright licenses to five tattoos inked on professional basketball players Eric Bledsoe. -1- . and quite candidly. Take-Two was authorized to use of the Tattoos as part of the player’s likenesses. PRELIMINARY STATEMENT This is a case about protecting personal liberty and freedom of expression. any other type of creative work. fleeting part of NBA 2K. and Kenyon Martin (the “Tattoos”) for use in a clothing line that never came to pass. “The position Solid Oak has taken is completely inconsistent with how I feel my work should be used. In fact. in any case. First.” Cornett Decl. the players they inked. I feel that Solid Oak’s claims are ridiculous. and Take-Two Interactive Software. Ian Bogost observed. Neither the players. player’s.” Take-Two’s Statement of Undisputed Facts (“Defs. (collectively. Inc. nor the tattooists. the Tattoos are a de minimis part of NBA 2K. and expert’s declaration is designated with his or her surname in this brief.
” Defs. 95. When users play NBA 2K. Second. ¶ 75. the ordinary player will perceive the Tattoos as a kind of visual noise. Take-Two’s use of the Tattoos constitutes fair use as all of the fair use factors favor Take-Two. there is no market for depicting the Tattoos in a video game as part of replicating a -2- . The Tattoos also “are minimal by comparison to the total size of the game. As to factor four (“effect on the potential market”).4–10. he and his tattoos are depicted substantially smaller than in real-life given that.” Id.000286–0.” Id. As to factor three (“amount and substantiality”). users generally see multiple little figures playing basketball on a relatively small-sized screen.’ SUF ¶¶ 97–99. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 7 of 31 ¶ 76. the Tattoos are based on pre-existing works. such that the Tattoos often will not appear at all. NBA 2K “is not a substitute for the TATTOOS.” and “are used in a fleeting way. As to factor one (“purpose and character of the use”).” “creating realism” but being no more noticeable than a “simulated player’s nose shape or hairstyle. Each Tattoo is 0.96% of the size that they appear in real life. When one of the three players bearing the Tattoos does appear. “the Tattoos generally are depicted about 4. they choose from 400+ real-world players. but in NBA 2K. out-of- focus. As to factor two (“nature of the work”). the Tattoos’ original purpose is the players’ self-expression. Id. . ¶¶ 77. and because players on whom the Tattoos appear move quickly in the game. they “are depicted only as an incidental part of Take-Two’s focus on creating realistic video games. the Tattoos “are hard to observe due to their obstruction by other game elements. with a relative visual indistinctiveness.” Defs. And “in ordinary play mode . 94. because they often appear out-of-focus. ¶¶ 82. were included for accuracy.” Id. 94. and previously were published. . in the game. as it was not necessary to depict them full size.000431% of NBA 2K’s game data. Moreover.’ SUF ¶ 92.” Id. As Solid Oak admits. in small size. ¶ 67. ¶ 83. See infra 16.
Solid Oak cannot meet its burden to establish that the Tattoos are original as it has no knowledge of their creation. ¶¶ 16. As Dr. Third. James Decl. Nina Jablonski. Cornett Decl. Jablonski’s unrebutted testimony shows. both the tattooists and players understood when the Tattoos were inked on the players that the players had the “right to display and recreate [the] tattoos as part of [the players’] likeness. ¶ 48. ¶ 10. including their tattoos. and identity. and the NBA granted Take- Two permission to depict the players realistically in NBA 2K. “clients and tattooists expect that a client’s tattoo will be part of that person’s body. Wright Decl. Take-Two’s use of the Tattoos was authorized. -3- . Bogost. Rome Decl. here. James’ child. making them unoriginal. ¶ 104.” id. ¶¶ 110–12. and “the client is free to authorize the use and dissemination of his or her likeness in whatever way he or she sees fit without the necessity of seeking permission from the tattooist. Fourth. image. deposition testimony. ¶ 10. 65. and documentary evidence.2 Neither Dr. Likewise. ¶¶ 52. Id. nor tattoo industry expert Dr. 66. See infra 16. Solid Oak does not even rebut any of Take-Two’s experts’ testimony. ¶ 10. such as a photograph of Mr. nor Solid Oak itself could identify a prior license to reproduce a person’s tattoos in a video game where the person himself already had provided consent to reproduce his likeness. As discussed below.’ SUF ¶ 103. Id. Take-Two 2 This case does not concern whether inking tattoos on another person or otherwise removing them from the person on whom they were inked would be infringement. The players gave the NBA the right to license their likeness to third parties. We know this because each of the tattooists who inked the Tattoos submitted declarations to that effect. ¶ 11. there are no material facts in dispute due to Solid Oak’s many admissions through discovery responses.” id. NBA players Lebron James and Kenyon Martin submitted similar declarations. Martin Decl. Defs.” Id. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 8 of 31 person’s real-life likeness. 22. and “to let third parties depict [the players] in various media. ¶¶ 56. Accordingly. ¶¶ 35–44. And the Tattoos are based on pre-existing works. Id. likeness. ¶ 46. like video games.” Id.
¶ 29.” Defs. ¶ 48. Rome did not create the tattoo as Mr. James by Mr. James by Mr. Mr. 7. Mr. James by Shawn Rome. -4- . ¶ 17.” Id.” Id. changing one element to a basketball at Mr.” id. Ohio. Rome. ¶ 16. Wright “followed [Mr. “Wizard” is a tattoo of the Grim Reaper that was inked on Kenyon Martin by Thomas Ray Cornett. THE TATTOOS Each Tattoo is a “custom tattoo intended only for the player on [whom] it was inked.” Cornett Decl. James’s hometown. he copied it from a pre-existing design in his tattoo parlor. ¶ 8. using a pre-existing design.” Id. Wright.3 Mr. Id. copying “as closely as possible. ¶ 12. ¶ 27. and Doves” was inked on Mr. Rome “inked over the existing tattoo. reflecting “the personal expression of the three NBA players. 28. Id.” Id. Cornett does not know why Solid Oak registered the tattoo with the Copyright Office with the title “Wizard. ¶ 22. ¶ 18. “Child Portrait Tattoo Artwork” was inked on Mr. Mr. James’] instructions.” Answ. “The digits ‘330’ were selected because it is the area code of Akron.’ SUF ¶ 3. ¶ 7. instead. James brought a picture of his child and “told the tattooist to copy” it as he wanted the “tattoo to look as realistic and close to [his] child’s photograph as possible. 3 Mr. Cornett “did not design the tattoo”. Mr. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 9 of 31 respectfully requests that this Court grant its summary judgment motion. “330 and Flames Tattoo Artwork” was inked on Mr. Martin’s direction. Mr. James already had the “outline of  inked on his arm. Clouds. 10. ¶¶ 6. “Script with a Scroll. id. dismiss Solid Oak’s copyright infringement claim. FACTUAL BACKGROUND I.” Id. and declare NBA 2K a de minimis and fair use of the Tattoos.
James’s likeness and part of his image.” Mem. Defs. 52.”). ¶¶ 11. ¶¶ 10–11. that tattoo should be depicted as part of his likeness. This was the players’ understanding too. such as in advertisements and video games. . No.’ SUF ¶¶ 59–66. Mr. photographing them from every angle. Mr. II. Rome Decl.” Defs. “Mr. -5- . ¶ 20. he would display the Child Portrait Tattoo” and that “if anyone were to create a rendition of Mr. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 10 of 31 “Basketball with Stars and Script” was inked on Eric Bledsoe by Mr.’ SUF ¶ 80. “including allowing others to depict [them]. 2016 Op. Cornett. and [Mr. even when it was clear [he] was a public basketball player. These realistic depictions are created using full-body scans of the players.” and “[n]o tattooist has ever told [him he] needed their permission to be shown with [his] tattoos. For example.” or in renderings “such as in art or video games.” Id. James understands that he “ha[s] the right to have [his] tattoos visible when people or companies depict what [he] look[s] like.. Once the Tattoos were inked.”). Wright “knew and intended that when [Mr. . ¶ 10. on television. James’ likeness. Defs. is released annually” and has “animated versions of [NBA] players as they appear in real life. Bledsoe specifically requested the design of a basketball with stars and script. or in other forms of media.” James Decl. “An updated version . (Dkt. 58. replicating their physical features.” Id. ¶ 55. Martin Decl. such as in art or video games. Cornett] inked the custom design with his direction and input. in commercials.” Cornett Decl. the tattooists intended for the players to decide when and how the Tattoos would be depicted. Mr. TAKE-TWO’S NBA 2K VIDEO GAME SERIES Take-Two is “responsible for the development. James] appeared in public.’ SUF ¶¶ 13. 44) (“Aug.” Id. Cornett “knew and intended” that his tattoos would be displayed when the players “appeared in public.” “in media. Likewise. ¶ 10 (“I also intended that these tattoos become a part of Mr. creation and marketing of the NBA 2K basketball simulation video game series. at 2. 56. Op.
In addition to these visual elements. and “[e]ach of these modes provides a different experience of play.” Bogost Decl. A–D. noises. “the player’s typical experience will involve looking at the basketball court in a manner similar to that of a television viewer or a fan watching the game from the stands. ¶ 58.” all the way to such small details as “the sound of player shoes against the court’s surface.” Bogost Decl. [and] team members on the bench.” Mem. In NBA 2K. at 2 (internal quotation marks omitted). ¶ 46. NBA 2K includes auditory elements that are crucial to its realism.” and this may include “team branding and other emblems on the court surface. ¶ 50. The “central story mode in NBA 2K16 . ¶ 51.”).” Id. the movement and behavior of the crowd. corresponding with a different aspect of basketball as sport and as media.” id.” Defs. as well as “sounds associated with the on-court action.’ authored by Hollywood director Spike Lee with original characters. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 11 of 31 “The game has many components. NBA 2K combines the foregoing visual and auditory elements in various game modes. gameplay. ¶ 50. an “ordinary player” would “play action-oriented bouts of simulated basketball. ¶ 44. including “announcers and sportscasters.” Id. the coaches. Op. the referees. (Dkt. including graphics. a fictitious plot. ¶ 55. . As can be seen from recordings of NBA 2K gameplay.” -6- . 117) (“Mar. 2018 Op. “this view generally is of a full basketball court. To show the players during the game. Other realistic parts of NBA 2K include “the performance of cheer squads and mascots on and off the court. No. allows players to experience a fictitious narrative. professional basketball game. These realistic components create a “virtual world.” Bogost Decl. called ‘Livin’ Da’ Dream. . and soundtrack one would normally associate with a televised.” and “can interact with over 400 current and retired NBA players. either alone against the computer or with other people. and graphics.” ranging from “generally the voices. music.” Id.’ SUF ¶ 73. characters. Declaration of Jeffrey Thomas (“Thomas Decl”) Exs.
000431% of NBA 2K. given the average screen size on which NBA 2K is played. and other in-game avatars. . and other ordinary actions of the sport. “the camera view adjusts accordingly” to show “shots.” Id.” Id. Answ. ¶ 46. . ¶ 142. the Tattoos “are depicted about 4.” Bogost Decl. Defs. ¶¶ 75. to accurately depict the physical likenesses of the real-world basketball players as realistically as possible. And because “in NBA 2K.” Id. fouls. The Tattoos also are a tiny part of NBA 2K’s audio-visual display because they “only appear on the players on which they are inked in real life. while they “buy NBA 2K video games for numerous -7- . ¶ 68. free-throws.” Id.” Id. including their tattoos. substitutions. 78. During gameplay. They are obstructed “by other game elements.’ SUF ¶ 79.000286–0.’ SUF ¶ 86. the camera “scan[s] across the court to follow the action of play. ¶ 88.” August 2016 Op.” id. ¶ 99.” Defs. III.” because the texture files that are used to depict the players are an infinitesimal part of NBA 2K’s 55 GB data package. The Tattoos “are difficult to observe” in NBA 2K. “As a result.” Defs. ¶ 48. ¶ 92. Bogost Decl. ¶ 66. Further. such as the players’ own bodies. Id. Because there are over 400 NBA players available in the game. “Take-Two included the Tattoos in its video game . the players on which the Tattoos are inked (and by extension the Tattoos) will not appear. the Tattoos only appear when those players appear in a given game” due to the user’s selection to play them. TAKE-TWO’S USE OF THE TATTOOS IN NBA 2K By depicting the NBA players “as they appear in real life. Dr. ¶ 84. ¶ 88. Deborah Jay surveyed NBA 2K purchasers and concluded that.” Take-Two realistically “replicat[ed] their physical features. and “sometimes appear out of focus during NBA 2K gameplay.’ SUF ¶ 97. 2.4–10. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 12 of 31 Id. the bodies of other players. it makes “it difficult to see the Tattoos.96% of the size that they appear in real life. ¶ 98. throw-ins. the NBA PLAYERS are often moving. Generally speaking. Bogost Decl. “in the average game of NBA 2K. Each Tattoo represents “0. or the computer’s selection of them as the user’s opponent.” Id.
” Id. they would be prevented from doing so without the tattooist’s permission.”) Ex. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 13 of 31 reasons. Jablonski. Esq. It “has never licensed to any other party the ability to ink the Tattoos on other people. Cendali Decl. he pitched the tattooists the idea of using the Tattoos on t-shirts without the players’ images. ¶ 13. and the tattooists “have not received any royalties or other payments from Solid Oak. (“Cendali Decl. E (Pl. Siegler is “not a tattooist. to 2d RFAs) at Nos. Mr. ¶ 108. Solid Oak “has never created. and the tattooists who inked the Tattoos are concerned that if Solid Oak is successful in this lawsuit.” they “do not buy NBA 2K video games for the” Tattoos. Rome Decl.” Defs. Cornett wrote. ¶ 51. Resp. Cornett Decl. Instead.” Id. ¶ 14.” and has “no [other] employees.’ SUF ¶ 90. it will harm the tattoo industry and personal expression by deterring people from getting tattoos. ¶ 12. IV.” Rome Decl. Wright Decl. ¶¶ 176–78. ¶¶ 174–75. ¶ 26.” Id. “it would hurt the tattoo industry and deter people from using tattoos as a way of expressing themselves if anyone thought that if he or she ever became successful or wanted to be displayed in any sort of media or advertising.) at 168:25–169:18. a noted tattoo expert. ¶¶ 24–25. Dr. 370–71. A (Siegler Dep.’ SUF ¶¶ 105–06. Defs.” Id. ¶ 15.” “did not create the Tattoos.” Answ. a video game depicting the Tattoos. Jablonski explained that the “impingement on personal freedom that such a requirement would entail is untenable. generating no revenue.’s Am. And it “has never sold merchandise depicting the Tattoos. Dr.” Id. Cendali.” and “was not present when the Tattoos were created. ¶ 107. ARGUMENT Courts grant summary judgment if there is “no genuine dispute as to any material fact” -8- . or contributed to the creation of.” and never “licensed a video game depicting [them]. and would lead to the decline of the tattoo industry. Wright Decl. This business was unsuccessful. Ex. Declaration of Dale M. Cornett Decl. SOLID OAK Solid Oak is “owned by Matthew Siegler. Mr.
I. only “two teams of 5 on-court players each” will be selected.N..S. 8. Paramount Pictures Corp. Defs. 559. Solid Oak cannot show that any such elements exist here. 574. see supra 7.S.N. 1193–94 (9th Cir. Poindexter v. courts consider the “observability of the copied work—the length of time the copied work is observable in the allegedly infringing work and such factors as focus. The movant informs “the district court of the basis for its motion” and the matter “it believes demonstrate[s] the absence of a genuine issue of material fact. at *4 (S. v. 11 Civ. 590 F. First. as Dr. TAKE-TWO’S USE OF THE TATTOOS IS DE MINIMIS Solid Oak’s copyright infringement claim cannot succeed if Take-Two’s use of the Tattoos was de minimis. To make that determination. 475 U. 4 Courts consider only elements of the copyrighted work that are protected by the plaintiff’s copyright. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 14 of 31 and the movant “is entitled to judgment as a matter of law.Y.’ SUF ¶ 84. R. camera angles. Conclusory allegations or unsupported speculation is insufficient. Co. And. 27.D. 2012 WL 1027639. 56(a). EMI Record Grp.4 This Court previously found that the pleadings were insufficient to provide an “objective perspective as to how the Defendants’ video game is generally played.” Celotex Corp. 2018 Op. 5. Mar. 2d 625. P.” Mar. 388 F.Y. because the Tattoos may not appear at all.3d 1189.’ SUF ¶¶ 86–88. Bogost explained. Inc. and prominence. Supp. the non-moving party must present competent evidence establishing disputed issues as to material facts.” Id.D. Take- Two’s use is even less than cases where de minimis use was found despite a work always appearing when a movie was watched. 2008). Newton v.” Defs. “in the average game of NBA 2K. See infra 25. 2004). lighting. Civ. v. 586–87 (1986).” Fed. the Tattoos “only appear on the players on which they are inked in real life. 477 U.. With the benefit of discovery. 633 (S. 2018 Op. LLC v. Catrett. it is now clear what an average player would see and hear in NBA 2K. Then. No. the players on which the Tattoos are inked (and by extension the Tattoos) will not appear” because of the over 400+ NBA players available. as Solid Oak repeatedly admitted in discovery. Zenith Radio Corp. 2012). -9- . Gottlieb Dev. 323 (1986). Diamond.. Thus. See id. Indus. See Matsushita Elec. 317. Mar.
Bogost observed. ending timeouts. Dr.. 95. . even in the limited instances when the three NBA players are selected. ¶¶ 82. Supp. In addition to diminishing the Tattoos’ visual impact. 216 (2d Cir. as well as the small screens on which NBA 2K usually is played. Bogost’s unrebutted calculation is that the “the Tattoos generally are depicted about 4. the noise of the crowd. coaches. unlike an NBA game.5 minutes supported de minimis use). New Line Cinema Corp. . ¶ 74. ¶ 71. the ordinary player will perceive the Tattoos as a kind of visual noise. the players . and that the 5 NBA 2K also contains various auditory elements. they appear near other visual and auditory elements—such as “the basketball. 2d at 632 (3. 590 F. 1998) (1. and the game clock and scoring system”5— making them nearly impossible to pick out. Id. conceded by Solid Oak. 94. the court . . . ¶ 97. Take-Two has not offered expert testimony to rebut Dr. each quarter in NBA 2K lasts only a few minutes. Solid Oak admits that these other elements often obstruct the Tattoos. .’ SUF ¶ 92. making them impossible to see. .4– 10.” “creating realism” but being no more noticeable than a “simulated player’s nose shape or hairstyle. the other observability factors weigh in favor of a de minimis use finding. ¶ 91. and a musical soundtrack. . that the Tattoos “appear out of focus. the horns and other audible warnings signaling elapsing shot clocks. Mar. the stadium. . when the Tattoos are depicted.” Id. As Dr.” id. and so forth. spectators. . Third.5 minutes supported de minimis use)). such as “shoes against the court’s surface.” Id. . Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 15 of 31 Second. ¶ 98.96% of the size that they appear in real life due to the great distance from the camera that the players usually are depicted. The observability of the Tattoos is further lessoned by the facts. Bogost’s conclusion. . . Id. and Gottlieb. ¶ 93. 8 (citing Sandoval v.10 - . Id. the hoop .” Defs. 147 F.3d 215. referees. such “stopwatch-in-hand observations” often are decisive in de minimis use decisions. “in ordinary play mode . television announcers performing play-by-play. Moreover. 2018 Op. As this Court previously observed. cheerleaders. Id.
755 F. and summary . 1560 (11th Cir.000431% of NBA 2K” as the texture files that are used to depict the players are an infinitesimal part of NBA 2K’s 55 GB data package.. the Tattoos play no role in NBA 2K’s plot. § 107). Id. ¶ 89. 214 (2d Cir. shrinking the protected market opportunities of the copyrighted work”).. II.11 - . 78. TAKE-TWO’S USE OF THE TATTOOS IS FAIR USE Solid Oak’s copyright claim also fails as Take-Two’s inclusion of the Tattoos in NBA 2K is fair use. 804 F.3d 202. Inc. Dr. It simply is difficult to pick out the five. Further. Such use “is not an infringement of copyright. the Tattoos are a fractional piece of the NBA 2K program. This too militates in favor of a finding of de minimis use.000286–0. while each fair use factor is discussed below. Solid Oak’s admission essentially is dispositive of the issue.95 (2d Cir. ¶ 99. Such use is de minimis. Thus.’ SUF ¶ 67. each of the four fair use factors weighs in favor of Take Two. Authors Guild. Inc. ¶ 97.C. 2015) (fair use where use does not “serve as a substitute for the original or its plausible derivatives. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 16 of 31 players are “often moving.” Defs. HathiTrust.” id.”). This admission is critical as the Second Circuit has held that fair use exists where the parties’ works are not substitutes for each other.S. Arce Eng'g Co. 89 F. Id. 2014) (“A fair use must not excessively damage the market for the original by providing the public with a substitute for that original work. In addition to being a tiny part of NBA 2K’s audio-visual display. In conducting this analysis. ¶¶ 75. 1996) (holding that “elements that were considered original and appropriated were not of such significance to the overall program to warrant an ultimate finding of substantial similarity”). Inc. small Tattoos while controlling five players and competing against five others as they dash around the basketball court. Bogost calculated that each Tattoo represents only “0. usually very quickly across the basketball court.3d 87. MiTek Holdings. v. it cannot be overemphasized that Solid Oak admits that “NBA 2K is not a substitute for the TATTOOS. See Authors Guild v. Google.” Mar. v. As discussed below. 8–9 (quoting 17 U. 2018 Op. Id.3d 1548.
at 579 (internal quotation marks omitted). Take-Two’s Use of the Tattoos Is Transformative A new work is transformative where.” Id. showing a logo “as part of the historical record” was different from the logo’s purpose “as the brand symbol for the team. 510 U. at 610 (transformative where images served as “historical artifacts graphically representing the fact of significant Grateful Dead concert events selected by the [book’s] author”). Baltimore Ravens Ltd.. The first consideration is whether the original purpose differs from the reproduction’s purpose. Inc. Courts repeatedly have held that the use of a visual work to depict real world people or events is a different purpose than the expressive purpose the visual work originally performed. In addition.S. Campbell v. “transformative” use here. 1. 940 (4th Cir. 609–611 (2d Cir.” Bouchat v.’ SUF ¶ 67. 448 F. supporting a finding of transformativeness. instead of “supersed[ing] the objects of the original creation.. 2013) (transformative to use.12 - . Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 17 of 31 judgment is appropriate. Solid Oak already has conceded that “NBA 2K is not a substitute for the TATTOOS. 569.” Defs. 737 F. 2006). supports Take-Two.3d 932. 578–79 (1994). We discuss each consideration in turn. A.” it “instead adds something new. using Grateful Dead concert posters as “historical artifacts to document and represent the actual occurrence of Grateful Dead concert events” was a different purpose from the posters’ original “artistic expression and promotion[al]” value. Dorling Kindersley Ltd. which essentially concedes Take-Two’s different. Similarly. Id. with a further purpose or different character. Factor One: Take-Two’s Use Is Transformative and Its Profits Are Not Attributable to the Tattoos The first fair use factor requires consideration of two main subfactors: (1) transformative use. For example. and (2) commercial use.. Different Purposes.3d 605. each of the four considerations used by courts to determine transformativeness. Bill Graham Archives v. “not for its expressive . Acuff-Rose Music.
3d 1273.” See Bill Graham. Here. In Bill Graham. 00 Civ. Id. because Take-Two depicted professional basketball players. v. it is undisputed that Take-Two “included the Tattoos in its video game . 3802.13 - . 2016 Op.” making it less likely that they would substitute for the original 6 Take-Two’s transformative use of the Tattoos is not lessened by NBA 2K being an entertainment property. Turner Broad. As the defendant “used the minimal image size necessary to accomplish its” purpose. . See Monster Comm’ns. including the players’ tattoos”). 2001). 935 F. the concert posters were small enough to “permit readers to recognize the historical significance of the posters.N. but rather for its factual content” and as a “historical guidepost”).D. 2013) (using Ed Sullivan Show clip “as a biographical anchor” within the fictional musical Jersey Boys constituted transformative use). Inc. particularly due to Ali’s status as a “figure of legitimate public concern”).6 Size of the Reproductions... 1996) (use of film footage depicting Muhammed Ali was transformative. Dodger Prods. for instance. See Hofheinz v. No.” Defs. v. Discovery Commn’cns.D. although the defendant “made exact replications of Kelly’s images. 1278 (9th Cir. 490. the use was transformative. This use as an “anchor” is completely different from the purpose of the Tattoos to serve as “a reflection of the personal expression of the three NBA players on which they were inked. Inc. SOFA Entm’t. lower-resolution images. Inc. Similarly.. Sept. see supra 4.” but “inadequate to offer more than a glimpse of their expressive value.3d at 611. 2001 WL 1111970. 2 (players appear in NBA 2K as they do in “real life.Y. at *4 (S. . Sys. Aug. to accurately depict the physical likenesses of the real-world basketball players as realistically as possible. Inc. Moreover. 494 (S. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 18 of 31 content.’ SUF ¶ 79.. 448 F. Inc. .N. 20.” Defs. replicating their physical features”).” the thumbnails that actually were displayed were “smaller. The next consideration is whether the Tattoos’ size was “significantly reduced.. 709 F. Arriba Soft Corp.’ SUF ¶ 3. May 2017 Op. in Kelly v. 2 (Take-Two’s “games depict individual NBA players realistically. Supp. its transformative use is even stronger..Y.” Id.
336 F. a transformative use finding is more likely.3d at 611.3d at 941. Viewfinder Inc. including whether other textual. . in Bill Graham.N. Defs. . Bogost’s calculations are unrebutted.’ SUF ¶¶ 91–92. Minimizing Expressive Value.14 - . and by extension the Tattoos. NBA 2K is “an entire . Similarly.” such that the overall layout “ensures that the images at issue are employed only to enrich the presentation of the cultural history of the Grateful Dead. Dr. Here. 448 F. Bill Graham. the Tattoos are difficult to observe in NBA 2K at all.3d 811. 2d 123. Courts also consider the qualitative context in which the reproduction appears. Moreover. life-sized” work was reduced to a smaller. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 19 of 31 works. and original graphical artwork. 2008). “would be much smaller than they appear in regular life. 627 F. 818 (9th Cir. See supra 10. And. ¶ 91. the Tattoos appear “4. the court noted that the argument for “transformative use is stronger” where a “three- dimensional.D.96% of the size that they appear in real life due to the great distance from the camera that the players usually are depicted” and the screens’ small size.Y. graphic.” Id. in Sarl Louis Feraud Int’l v. to create a collage of text and images on each page of the book. Take-Two created more than just a book or a short film..4–10. or creative content minimizes its expressive value. the book at issue included a “prominent timeline. on an average screen. limiting its expressive value. When the “expressive value of the reproduced” material is “minimized” by combining it with other materials. Indeed. 128 (S. the players. Moreover. 2D image imbued with the defendant’s own creative expression.” Id. 2003). the logo was “used only fleetingly and insignificantly . as discussed above. not to exploit copyrighted artwork for commercial gain. Dr. Bogost calculated that when the players’ real life sizes are compared to their sizes on the average game screen. For example. the images were “displayed at angles. textual material.” Id. Supp.” 737 F. Here. in Bouchat. this is consistent with Solid Oak’s admission that.
” in NBA 2K. akin to hairstyles or facial features. interactive game. the book at issue in Bill Graham was 480-pages long.” Id. When they do.” Defs. the images account[ed] for less than one-fifth of one percent of the book. “when the Tattoos are depicted. ¶ 88. and “subordinated to the display of the court and the players in competition. particularly as the Tattoos appear on fluid. ¶¶ 82. moving 3D players while the user is trying to play a fast-moving. The Tattoos certainly are far less of NBA 2K than the 0. and [could] be perceived only by someone who [was] looking for it.15 - . In terms of visuals. they are only “0. including graphics. a fictitious plot. Id.3d at 611. gameplay. .000431% of NBA 2K.” Id.2% that was found to support transformative use in Bill Graham. Far from being prominent in NBA 2K. ¶ 72.’ SUF ¶ 93. “[i]n total.” 737 F. See supra 5–7.” Id. including other tattoos. 448 F. with “many components. the Tattoos are a tiny fraction of NBA 2K. [and] music. Proportion of Copied Material. characters.000286–0.” Defs. See Bill Graham.” Id. and they were “less than 1/20 the size of the original. they are dwarfed by the “plethora of other visual and auditory elements. in Bouchat.” Defs. The final consideration is the quantitative proportion of the copied material in relation to the new work as a whole. 96.3d at 940. Here. These elements create a fun. Thus.’ SUF ¶ 73. Any expressive value of the Tattoos has been diminished significantly by NBA 2K’s other elements. the images only appeared on seven pages. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 20 of 31 virtual world. Id. the Tattoos often do not appear at all. they appear among a plethora of other visual and auditory elements. lush experience for game users. For instance. including other tattoos. which makes it even less likely that the user would even have a chance to focus on them.” the logo was “present for fractions of a second. As each of these considerations favors Take-Two.’ SUF ¶ 75. the Tattoos are just “visual noise creating realism” but not making a visual impact. in the “vast majority of its appearances. Thus. 95. ¶ 93. its use of the Tattoos is transformative. Likewise. In terms of data.
” it favors Take-Two here. Eric Bledsoe or Kenyon Martin. “As a general rule.16 - .3d 73. The Commercial Use Subfactor Is Of Little Weight Here As to commercial use. Here.’ SUF ¶ 90. Jay conducted a survey and concluded that “consumers do not buy NBA 2K video games for the tattoos on LeBron James... v.3d at 220.3d 694. 510 U. Bloomberg L. and (2) whether the work is published or unpublished.3d at 219. v. . . any creativity of the Tattoos is thin at best as Solid Oak cannot show the Tattoos are original. the Second Circuit has “repeatedly rejected the contention that commercial motivation should outweigh a convincing transformative purpose and absence of significant substitutive competition with the original. For the foregoing reasons. 630 F. Inc. Servs Ltd.” Hofheinz. 2013). A work is not original if it is a “mere reproduction of a [prior] work of art in a different medium.. 714 F. Further. at *5. at 579. ‘elements of an image that flow naturally and .” Google. published works enjoy less fair use protection than unpublished works. Factor Two: The Tattoos Are Not Creative and Were Published The second fair use factor considers “(1) whether the work is expressive or creative. Mgmt.S. 756 F.” Cariou v. See Swatch Grp. 2014) (assigning commercial nature of defendant’s use “little weight” where “the link between the defendant’s commercial gain and its copying is attenuated” (alterations omitted)).” Defs.P.” Campbell. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 21 of 31 2. with a greater leeway being allowed to a claim of fair use where the work is factual or informational. renowned survey expert Dr. 2001 WL 1111970. B. 709–10 (2d Cir. 804 F. Prince. Tomy Corp. the first fair use factor weighs in favor of fair use. “the more transformative the new work. the less will be the significance of other factors. 804 F. 83 (2d Cir. “under the doctrine of scenes-a-faire. 910 (2d Cir. While the “second factor has rarely played a significant role in the determination of a fair use dispute. First. Google. Indeed.2d 905. like commercialism. 1980).” Durham Indus. This supports a finding of fair use. .
Id.D. each Tattoo was copied from pre-existing works or used common elements of tattoos that Solid Oak does not own: • “Child Portrait Tattoo Artwork” was created by copying a photograph of LeBron James’ child “as closely as possible.” Defs. inked on his arm.”). and thus unprotectable scènes à faire. .2d 1044. 1072 (2d Cir. ¶ 30. any creativity that the Tattoos have must be weighed against the fact that Take- Two copied the Tattoos to depict real-world subject matter realistically. Nat’l Geographic Soc’y. See Psihoyos v.’ SUF ¶ 8. 737 F. v. ¶ 24.’ SUF ¶¶ 17–18. 2005) (“To the extent a photograph captures the characteristics of an object as it occurs in nature.Y. 207 F.2d 1067. 275 (S. 1983) (copying plaintiff’s work “in the interest of accuracy” did not weigh against fair use). 724 F. “330 and Flames Tattoo Artwork” was created by “ink[ing] over” a tattoo of the digits “330” that “Mr.” Id. • “Basketball with Stars and Script” again uses a basketball. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 22 of 31 necessarily from the choice of a given concept cannot be claimed as original. • “Script with a Scroll. words and short phrases like this are not protected by copyright. Knowles-Carter. ¶ 29. then the creative nature of the work . 392 (S. LLC.S. Supp. these characteristics are not protectible. 388 F.Y..N.D. 3d 274. 1049 (2d Cir. Palmer. Inc. ¶ 30.’” Fulks v. Gen. ¶ 31. 970 F. which is not original. 2016) (quoting Bill Diodato Photography.Y. . .” Defs. and Doves” also is based on a pre-existing design. One element was changed to a basketball. Supp. Here. id. but it is “common for basketball players to have tattoos that incorporate basketballs. 1992) (holding that “single words or short phrases . 2d 268. in which Solid Oak does not hold rights. see also Bouchat. • Similarly. 279 (S. See Consumers Union of U. Supp.N.17 - . Cornett’s tattoo parlor. Kate Spade. LLC v. James already had . 2d 382. This is not original.3d at 943 (where use is related to work’s role as “historical facts. the inclusion of birds is typical of tattoos as they have been a “popular subject of tattoos since ancient times. do not exhibit the minimal creativity required for copyright protection”).” id. . 409 F.D. The additional flame details do not make the tattoo copyrightable as flames are a “common” motif for tattoos. v. Arica Inst. • “Wizard” was copied from a pre-existing design in Mr.’ SUF ¶ 20. Moreover. ¶¶ 27–28. Id. Defs. id. Further. ¶ 22. which is standard for the tattoos of basketball players. ¶ 23. Id..N. 2005)). Clouds.” Id. as is the choice of a “grim reaper. Signal Corp. Second.
Caribbean Int’l News Corp. C. This factor supports Take-Two. this factor does not weigh against fair use. streets). Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 23 of 31 matters much less than it otherwise would” (internal quotation marks omitted)).”).” Campbell.3d 1170. 725 F. thereby reducing the usefulness of the visual search engine.’ SUF ¶ 4. Factor Three: Take-Two’s Copying Was Reasonable In Light of Its Purpose “The third factor asks whether the secondary use employs more of the copyrighted work than is necessary. (image appeared on Internet and L. it favors fair use.3d at 1178 (finding that.” HathiTrust. Thus. Defs.” HathiTrust. 235 F. it may be necessary to copy the entire copyrighted work. 336 F. 510 U. Kelly.’ SUF ¶ 81. “[T]he extent of permissible copying varies with the purpose and character of the use. images are “not meaningfully divisible”). Defs. Nunez v. “Published works are more likely to qualify as fair use because the first appearance of the artist’s expression has already occurred. Indeed.S. Seltzer.3d at 949 (finding it was necessary to include the logo in displays showing the NFL’s history and noting.18 - . “It is hard to see frankly how the use of one-third or two-thirds of the logo is even practical or makes any sense.A. where the Tattoos are two-dimensional images used to depict real life accurately. 725 F. Solid Oak has conceded that NBA 2K is more realistic because it includes the Tattoos.3d at 96. 1178 (9th Cir.. “[f]or some purposes. at 586–87.” Seltzer v. See Bouchat. 755 F. the Tattoos were published prior to their inclusion in NBA 2K. 336 F. 755 F. Inc. unlike a television program or book. Here.3d at 820 (photographs posted on the Internet). Third.3d at 98. it would be more difficult to identify it. Where a work is widely disseminated. and whether the copying was excessive in relation to any valid purposes asserted under the first factor. as is the case with the Tattoos. Id. 24 . See supra 7.. Green Day. using less than the whole would defeat Take-Two’s purpose of realistically depicting an NBA basketball game. 737 F.”).3d at 821 (“If Arriba only copied part of the image. Kelly.3d 18. in which case Factor Three does not weigh against a finding of fair use. 2013).
755 F. Defs. Solid Oak also cannot claim a potential market for the use of the Tattoos made by Take- Two. 510 U. by definition. or its derivative. The focus is on “whether the copy brings to the marketplace a competing substitute for the original.” which indicates that the use “is tailored to further [the defendant’s] transformative purpose. “any economic ‘harm’ caused by transformative uses does not count because such uses. Factor Four: Take-Two Has Not Harmed the Tattoos’ Markets The fourth fair use factor considers whether the use will “result in a substantially adverse impact on the potential market for the original.” HathiTrust. 448 F. HathiTrust. Thus.” the “visual impact of their artistic expression is significantly limited.3d at 99.3d at 223. see supra 13. Solid Oak admits that NBA 2K is not a substitute for the Tattoos.. as here. But as discussed above. 756 F. To “guard against this vice of circular . 755 F.3d at 91.19 - .” mitigating the relevance of this factor).” Bill Graham.” Google. 2000) (copying less than entire photograph “would have made the picture useless to the story. thus there can be no market harm. Moreover. it is well-established that when images are reproduced in a “reduced size.’ SUF ¶ 67.” Campbell. D. at 590 (internal quotation marks omitted).3d at 613. Moreover. do not serve as substitutes for the original work. Id. so as to deprive the rights holder of significant revenues because of the likelihood that potential purchasers may opt to acquire the copy in preference to the original. Where.” Swatch. The Second Circuit has cautioned that “it is a given in every fair use case that plaintiff suffers a loss of a potential market if that potential is defined as the theoretical market for licensing the very use at bar. the third factor favors fair use.” this factor does not weigh against fair use. the copyrighted work is displayed in its entirety but at “the minimal image size and quality necessary to ensure” that it can be recognized as a “historical artifact. 804 F.3d at 96 (“copyright holder must point to market harm that results because the secondary use serves as a substitute for the original work”). see supra 11.S. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 24 of 31 (1st Cir.
448 F. traditional. video game industry expert Dr.20 - . a “tattooist would not want to encumber his or her clients by” requiring a license under these circumstances. Moreover. See supra 7. This makes sense for two reasons. but their conclusions make sense based on the factual evidence that supports their points-of-view. or likely to be developed market for tattoos. 737 F. (internal quotation marks omitted).. Take-Two minimally uses the Tattoos to realistically depict the players on which the Tattoos are inked.” Id. Malackowski offered unrebutted testimony that video games are not a reasonable.’ SUF ¶ 113. Defs. and economist Mr.3d at 614.’ SUF ¶¶ 47. 9. reasonable.”). the fourth fair use factor would always favor the copyright holder. ¶ 99. Defs. Solid Oak conceded that (a) it is not industry custom to pay for the use of Tattoos in video games.” Bill Graham. content”). Bogost.’ SUF ¶¶ 109. “[W]ere a court automatically to conclude in every case that potential licensing revenues were impermissibly impaired simply because the secondary user did not pay a fee for the right to engage in the use. tattoo industry expert Dr. they are not “aware of any instance in which a license for a tattoo has been sought or issued for use in a video game. Indeed.3d at 943 (market harm unlikely where use is “transient and fleeting” as well as for “its factual. . Defs.” Id.’ SUF ¶ 116. see supra 8. 115–16.7 Here.e. Jablonski. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 25 of 31 reasoning. and not its expressive. Defs. see also Bouchat. 50 (“[T]he norm of the tattoo industry is that tattooists do not seek to control their tattoos as they appear on their clients. (b) Solid Oak 7 Solid Oak does not and cannot claim that NBA 2K affects the original market for the Tattoos (i.” the factor four inquiry is limited “to a use’s impact on potential licensing revenues for traditional. “The video game industry would not reasonably anticipate licensing the Tattoos” for this purpose. or likely to be developed markets. Solid Oak does not hold “the right to tattoo a permanent tattoo rendering onto a person’s skin. Not only are these experts’ testimony unrebutted. Second. inking them on people) as Take-Two is not in the tattoo inking business.’ SUF ¶ 66. Defs.” Id. ¶ 110. First.
Cash Money Records. Solid Oak’s own documents reveal that it could not commercialize the Tattoos due to these overlapping intellectual property rights. No. 397. 2017) (holding that fourth factor favored fair use finding where “Plaintiffs never attempted to establish a market for licensed derivative uses of the JSR composition copyright until Defendants used the recording on the Album”). 9.21 - . cf. Nov. P’ship. As “Solid Oak is trying to create a market in this case that has never existed before and . Defs.3d 244. Supp. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 26 of 31 itself “has never created.’ SUF ¶ 102. 3d 737. ¶¶ 52–58. Supp. Koons. These admissions are fatal to Solid Oak’s case. ¶¶ 105–06. Solid Oak needed “to steer away from using LeBron James’ likeness . and (c) Solid Oak could not identify such a license by anyone else.D. 627 F. 253 F. or contributed to the creation of.. Estate of Smith v. Id.” id.”). Inc. at *2 (D. “I will need all athlete approval to move forward. 467 F. See Blanch v. but I need permission from the players as well to not infringe on their right of publicity. Bouchat v. 08 Civ. Baltimore Ravens Ltd. . . . A market also is unlikely to be developed for the Tattoos because Solid Oak has admitted that it has not obtained the players’ publicity or trademark rights. 2011 WL 5445947. Id. 2011) (finding lack of harm due to copyright holder being “limited (perhaps totally) in his commercial use of the [copyrighted work] by virtue of Defendants’ trademark rights”). which it needs to commercialize the Tattoos. Viewfinder.”.N. 752 (S. a video game depicting the Tattoos” or “licensed a video game depicting the Tattoos. (“I not only need the permission from the artists for the copyrights. 2006) (admission that copyright owner had “never licensed any of her photographs for” the use made by defendant weighed in favor of fair use). 2d at 136 (market harm argument is “undermined by the fact that plaintiffs do not themselves sell or license photos of their designs to the media”).”. Id. Likewise. ¶ 112.Y. the tattooists who created the Tattoos do not believe Take-Two requires a license from them or Solid Oak. 258 (2d Cir. Md.
would be better served by allowing the use than by preventing it. as Mr.3d at 944. at 944–45.’ SUF ¶ 51.” Defs. or the tattooist retired. a finding of copyright infringement will not encourage the creation of new works. 756 F. fair use protects secondary users “from the inevitable chilling effects of allowing an artist too much control over the dissemination of his or her work for historical purposes. Considerations of the Public Interest Favor Take-Two “The ultimate test of fair use .22 - . 737 F. Finding each tattooist may not even be possible if the tattooed individual does not remember who the tattooist was. Of particular import for this case.3d at 90 (balancing public benefit of use with copyright owner’s personal gain). if clients continually must go back to the tattooist for permission. “it would hurt the tattoo industry and deter people from using tattoos as a way of expressing themselves.” Id. It would not result in more tattoos because. Thomas Decl. . [they] would allow those copyright holders to exert enormous influence over new depictions of historical subjects and events. . diminishing accuracy and increasing transaction costs. “This would align incentives in exactly the wrong manner.” Blanch.” Defs. this factor supports a finding of fair use. ¶ 37.3d at 251 (internal quotation marks omitted).’ SUF ¶ 109. all the while discouraging the creation of new expressive works. . Were courts to “require those wishing to produce [new works] to receive permission from copyright holders for fleeting factual uses of their works. 467 F. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 27 of 31 would not be reasonable or likely to be developed based on the customs and practices of the tattoo industry. It also would deter video game developers from creating realistic video games as they are not likely to engage in the “herculean task of identifying and negotiating with the tattooist for each tattoo. Cornett explained. ¶ 19. E. is whether the copyright law’s goal of promoting the Progress of Science and useful Arts . see also Swatch.” Defs. . . Here.’ SUF ¶ 117. and would be “completely stymied” from creating realistic games by an obstinate copyright holder.” Id. Jablonski Decl.” Bouchat.
. or passed away. 24. Jablonski’s unrebutted testimony is that. As the Copyright Act prohibits only unauthorized use of a copyrighted work. 2003).Y. JHH Pictures. photographs. ¶ 104. Solid Oak admits that the NBA players “have given the NBA the right to license the NBA PLAYERS’ likeness to third-parties. . ¶ 19.” Carano v. 8804. The final link is the tattooists’ authorization of the NBA players to permit the depiction of the Tattoos as part of the players’ likenesses. 17 U.D. Vina Concha y Toro. Defs. for uses of copyrighted material that are authorized.3d 91. 19. 288 F. . 2d 397. 2018). 886 F. As to the first and second prongs. and inked on that player’s body by the tattooist for the Tattoo. “the client is free to . at *1 (S. Here. Inc. including NBA telecasts. LLC v. 402–03 (S.” Id. As to the third prong.’ SUF ¶ 103. And it would hamper the creation of numerous other works in which NBA players appear. III. Supp. the licensor. Such authorization may “be granted orally.’ SUF ¶ 68. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 28 of 31 moved.. It is implied “when  a person. and that “TAKE-TWO is licensed by the NBA to use the NBA PLAYERS’ likeness. 01 Civ.” Defs. 34. advertisements.23 - .N. a “copyright owner waives the right to sue . 28–29. Accordingly. each Tattoo was created at the request of the NBA player on whom it was inked. the licensee. §§ 106. FedEx Office & Print Servs. Dr. Thus.” Id. “[o]nce a tattoo has been inked on to the client’s skin.Y.  the creator. Id.’ SUF ¶¶ 7–9.” Rawkus Entm’t. or may even be implied from conduct. 501.C. TAKE-TWO’S USE OF THE TATTOOS WAS AUTHORIZED Solid Oak’s copyright claim fails for the additional reason that Take-Two’s use of the Tattoos was authorized.. Defs. Take-Two respectfully requests that this Court declare that NBA 2K makes a fair use of the Tattoos. 94 (2d Cir. 2003 WL 169781. ¶ 46. makes that particular work and  delivers it to the licensee with the understanding that the licensee will copy and distribute the work.” Great Minds v. 2003). and news programs. requests the creation of a work.N. the tattooist exercises no control over it because the tattoo itself is part of the client’s body.D.S. Jan. No. Inc.
288 F. Supp. James. See Carano. Martin any rights to the tattoos. 65–66. These clear statements of intent from the creators of the Tattoos and the players on whom they were inked establish that the players had the right to authorize Take-Two to include the Tattoos in NBA 2K. 288 F. video games. Supp. including allowing others to depict it. 65. such as in . James’ likeness and part of his image. The tattooists and players confirm this understanding by expressly declaring that they intended the players to be able to authorize the depiction of each Tattoo as part of his likeness: • Mr. like video games.” Id. “Mr. ¶ 53. See Carano. • Mr. Martin’s “tattoo became a part of [his] body. because [Mr. • Mr. . 62. like video games. And the players did grant “Take- Two permission to use [their] likeness in its video game series NBA 2K. . was and is free to use his likeness as he desires.24 - . Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 29 of 31 authorize the use or dissemination of his or her likeness in whatever way he or she sees fit without the necessity of seeking permission from the tattooist.” including “the ability to let third parties depict him in various media. • Mr. This shows that Take-Two’s use was authorized. at *1 (implied licensed “flow[ed] from the parties’ conduct”). Martin] had already paid to use the tattoos in any way he wanted fair and square when [Mr. “any athlete I tattoo . The athletes were not told that they needed to go back to the tattooists to get permission.” Id. .” Id. Cornett explained. 57 (Mr. 2d at 402 (relying on “common” “commercial practices” to grant summary judgment given implied authorization).’ SUF ¶¶ 63. Rome “intended that these tattoos become a part of Mr. and [he] could use [his] body in any way without having to return to the tattooist for any kind of permission. ¶¶ 60. Rawkus.” Id. Cornett] tattooed him”). Id. 2003 WL 169781. Cornett told Solid Oak that he “didn’t understand why [he] would sell Mr.’ SUF ¶¶ 56.” Defs. see supra 5. 2d at 401 (parties’ testimony supporting finding of implied authorization on summary judgment). ¶ 13.” Id. . . James was and is free to use his likeness as he desires. • According to Mr. “the tattoos are a part of my body and my likeness.” Defs. ¶ 64. Wright wrote. ¶ 48.” and he can authorize their use in connection with his likeness in “creative works. ¶¶ 61.
See supra 16. Co. As Dr. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 30 of 31 103–04 (the players “granted the NBA permission to allow Take-Two to use [their] likeness[es] in its video game series NBA 2K. and scènes à faire is not protectable.’ SUF ¶¶ 35–44. Serv.” Cornett Decl. THE TATTOOS ARE NOT ORIGINAL AS THEY ARE BASED ON PRE- EXISTING WORKS AND COMMON TATTOO MOTIFS Finally.25 - . This requirement cannot be satisfied by the mere reproduction of a work in a different medium. 603 (S.S. 499 U. Further. 340. Solid Oak must establish “ownership of a valid copyright. 2d 597.D. 2009). 361 (1991). Jablonski’s unrebutted report makes clear. See supra 16.Y. even the individuals who created the Tattoos do not “believe that Solid Oak has the right to prevent Take-Two from including the tattoos [they] inked in their games as part of [the NBA players’] likenesses. Porto v. ¶¶ 45–51. CONCLUSION Consistent with established industry practice. Accordingly.. Guirgis. ¶ 10. IV. Take- Two respectfully requests that this Court grant its motion for summary judgment in its entirety. to establish infringement. It makes no sense for the tattooists to require the players to stay in touch throughout the players’ lives so that the tattooists could grant permission every time the players commercialized their likenesses. 659 F. . Wright Decl. Supp. Rural Tel.” which included “the right to display and recreate [their] tattoos as part of [their] likeness[es]”). ¶ 16.N. 345. v. Id. they are right. Rome Decl. As discussed above. Solid Oak cannot meet its burden as it admits that it does not know how any of the Tattoos were created.” See Feist Publ’ns.” including that the Tattoos were “independently created by the author[s] (as opposed to copied from other works)” and possess “at least some minimal degree of creativity. or else risk a copyright infringement lawsuit. Defs. this simply is not tattoo industry practice. ¶ 27. Inc. the evidence that does exist shows that the Tattoos were copied from pre-existing works or used common elements of tattoos.
New York 10022 Telephone: (212) 446-4800 Facsimile: (212) 446-4900 dale. New York August 24. 2018 /s/ Dale M.simmons@kirkland.com Attorneys for Defendants-Counterclaimants .26 - . Simmons KIRKLAND & ELLIS LLP 601 Lexington Avenue New York. Cendali Joshua L.cendali@kirkland. Cendali Dale M.com joshua. Case 1:16-cv-00724-LTS-SDA Document 128 Filed 08/24/18 Page 31 of 31 Dated: New York.

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