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Brilliant Digital Entertainment Inc – ‘10QSB/A’ for 6/30/01

On:  Wednesday, 9/5/01   ·   For:  6/30/01   ·   Accession #:  1011438-1-500189   ·   File #:  1-14480

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  As Of                Filer                Filing    For·On·As Docs:Size              Issuer               Agent

 9/05/01  Brilliant Digital Entertainm… Inc 10QSB/A     6/30/01    1:47K                                    Akin Gump Str… Office/FA

Amendment to Quarterly Report — Small Business   —   Form 10-QSB
Filing Table of Contents

Document/Exhibit                   Description                      Pages   Size 

 1: 10QSB/A     Brilliant Digital - Form 10-Qsb/A                     15     68K 


Document Table of Contents

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11st Page   -   Filing Submission
2Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations
9Cautionary Statements and Risk Factors
"If we are unable to raise additional funds, we may be required to delay implementation of our business plan and reduce overhead significantly
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SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-QSB/A [X] Quarterly Report Under Section 13 or 15(d) of the Securities Exchange Act of 1934 For the quarterly period ended June 30, 2001 [ ] Transition Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 For the transition period from __________________ to ______________________. Commission file number 0-21637 BRILLIANT DIGITAL ENTERTAINMENT, INC. (Exact Name of Small Business Issuer as Specified in its Charter) DELAWARE 95-4592204 (State or Other Jurisdiction of (I.R.S. Employer Incorporation or Organization) Identification No.) TOPANGA CANYON BOULEVARD, SUITE 120 WOODLAND HILLS, CALIFORNIA 91367 (Address of Principal Executive Offices) (818) 615-1500 (Issuer's Telephone Number, Including Area Code) Check whether the issuer: (1) filed all reports required to be filed by Section 13 or 15(d) of the Exchange Act during the past 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for past 90 days. Yes X No ___ State the number of shares outstanding of each of the issuer's classes of common equity, as of the latest practicable date: Common Stock, par value $0.001, 16,453,660 shares issued and outstanding as of August 6, 2001. Transitional Small Business Disclosure Format (check one): Yes__ No X
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EXPLANATORY NOTE On August 14, 2001, Brilliant Digital Entertainment, Inc. filed its Quarterly Report on Form 10-QSB for the quarterly period ended June 30, 2001 with the Securities and Exchange Commission. The purpose of this amendment is to provide further disclosure regarding the acquisition by Brilliant of an additional 25% of the business of Digital Hip Hop, Inc. PART I ITEM 2. MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS The following discussion and analysis should be read together with our consolidated financial statements and the notes to the consolidated financial statements included elsewhere in this Form 10-QSB. THIS DISCUSSION SUMMARIZES THE SIGNIFICANT FACTORS AFFECTING THE CONSOLIDATED OPERATING RESULTS, FINANCIAL CONDITION AND LIQUIDITY AND CASH FLOWS OF BRILLIANT DIGITAL ENTERTAINMENT FOR THE SIX MONTHS ENDED JUNE 30, 2000 AND JUNE 30, 2001. EXCEPT FOR HISTORICAL INFORMATION, THE MATTERS DISCUSSED IN THIS MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS ARE FORWARD LOOKING STATEMENTS THAT INVOLVE RISKS AND UNCERTAINTIES AND ARE BASED UPON JUDGMENTS CONCERNING VARIOUS FACTORS THAT ARE BEYOND OUR CONTROL. ACTUAL RESULTS COULD DIFFER MATERIALLY FROM THOSE PROJECTED IN THE FORWARD LOOKING STATEMENTS AS A RESULT OF, AMONG OTHER THINGS, THE FACTORS DESCRIBED BELOW UNDER THE CAPTION "CAUTIONARY STATEMENTS AND RISK FACTORS." OVERVIEW Brilliant Digital Entertainment, Inc. (AMEX: BDE) is a leading entertainment content producer, technology developer and provider of rich media b3d software tools for 3D animation on the World Wide Web. We have established a library of episodic serial content created in our proprietary format. Our rich media technologies include proprietary authoring tools used to create, author and serve content for the World Wide Web. We market the technology used to view content created using our tools by syndicating and otherwise distributing our b3d-produced content to third party web sites. The content is seamlessly associated with our Digital Projector, the technology required to playback b3d-produced content. We are commercializing the technology in various ways, including through our syndication relationships where we enable web sites to serve Brilliant Banners, a proprietary Rich Media ad format for the World Wide Web. We also license our b3d authoring tools to production studios and our Brilliant Banner advertising server technologies to the web based advertising industry. Through our subsidiary, The Auctionchannel, Inc., we also have provided services to auction houses that enabled participants to watch auction events in real time on television, and over the Internet, and to bid using their telephone or the Internet. We discontinued operations at The Auction Channel in December 2000 and sold substantially all of its assets on April 30, 2001. We are a Delaware corporation that was incorporated in July 1996. We were formed through the combination of two businesses: Brilliant Interactive Ideas, Pty. Ltd., an entertainment software developer and producer, and Sega Australia New Developments, a research and development operation for leading edge software tools. Our executive offices are located at 6355 Topanga Canyon Boulevard, Suite 120, Woodland Hills, California 91367, and our telephone Page 2
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number is (818) 615-1500. Information on our web sites, www.brilliantdigital.com and www.b3d.com, does not constitute part of this Form 10-QSB. B3D SOFTWARE TOOLS In July 2000, we made our b3d software tools available to parties interested in participating in the beta test phase of the product. Our b3d Studio tool was made available to these participants in a downloadable version on the Internet. b3d Studio is designed to work as a plug-in with Discreet's 3D Studio Max, and a beta version supporting Alias|Wavefront Maya animation software was released in July, 2001. Final release versions of b3d Studio and b3d Studio Pro were made available at the end of the first quarter of 2001. These tools provide individual artists, animators and studios with the capability to create their own multipath movies and b3d content for commercial distribution on the Internet, and should ultimately provide a wide and varied base of b3d content to enrich the consumer web experience. Animation content generated using our b3d software tools can be of any type. The tools are not limited to the production of entertainment content. The tools can be applied to the production of artistic renderings, education, architecture, engineering, e-commerce and other solutions that require animation. In addition, we released a limited version of the b3d Digital Projector for the Apple Macintosh in July 2001. We believe that this will further broaden the market for our b3d software tools. We have launched our rich media 3D advertising banners - Brilliant Banners - into the market to offer advertisers and web sites an alternative to the current GIF banners that are prevalent on web sites today. With the decline of industry wide banner advertising revenues and click through rates, we believe that our animated 3D banner advertisements will reinvigorate online advertising campaigns. We are introducing the Brilliant Banner to our syndication partners, making the technologies available for them to commence selling and serving this new rich media ad format. CONTENT DISTRIBUTION We have licensed some of the world's best known characters for the production and web distribution of episodic animations, called MultipathTM Movies, that include SUPERMAN, XENA: WARRIOR PRINCESS, KISS, and ACE VENTURA, and have produced animated music videos of top selling artists including Ja Rule, Ludacris, Sum 41 and Redman/Lady Luck. These full-screen productions, developed using our proprietary suite of b3d software tools, have small files for faster download. Our content is distributed broadly through Internet syndication partners including Yahoo, Warner Bros. Online, Roadrunner and VH1.com. Additionally, agreements to host our content have been reached with third-party sites such as Lycos, Vidnet, and StreamSearch, thus enabling even more consumer reach in the near term. Revenue is split with the distribution partner according to various deal structures, many of which are traffic dependent. At this time, we have five MultipathTM Movie animated series in syndicated distribution on the Internet: SUPERMAN, XENA: WARRIOR PRINCESS, KISS: IMMORTALS, CHOOSE YOUR OWN NIGHTMARE, ACE VENTURA and the online film festival property, SHORT ATTENTION SPAN THEATRE. Each of the series differs in the scale of distribution, with some enjoying wider distribution than others depending on a number of factors including demographics and content type. In addition, we have four animated music videos in distribution on the Internet: Ja Rule's (an Island Def Jam artist) 6 FEET UNDERGROUND, Ludacris' (an Island Def Jam artist) HO song, Sum 41 (an Island Def Jam artist) FAT LIP and the Long Beach Dub All Stars (a DreamWorks artist) SAWRED. Page 3
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We announced in July, 2001 that Warner Bros. Online ordered an additional 30 webisodes of The Multipath Adventures of Superman. The new series, which is expected to debut in the fourth quarter of 2001, brings the total number of SUPERMAN webisodes ordered by Warner Bros Online to 75. In addition, Warner Bros. Online will offer selected animated music videos on their site starting in the third quarter of 2001. DIGITAL HIP HOP We entered into an agreement with Russell Simmons and Stan Lathan that provided for the formation of Los Angeles-based Digital Hip Hop, Inc., a joint venture production studio headed by Stan Lathan. Digital Hip Hop produces and distributes full screen animated music videos and other content primarily for Internet and broadband distribution. To date, four music videos have been commercially released on the Internet. The joint venture was initially funded 50% by us and 50% by Messrs. Lathan and Simmons. On May 15, 2001 we assumed operating control of Digital Hip Hop, agreed to fund all future operations of the company and acquired an additional 25% of the business. We issued 200,000 shares of our common stock to each of Messrs. Lathan and Simmons as consideration for the additional 25% of the business. Messrs. Lathan and Simmons have each retained 12.5% of Digital Hip Hop. Digital Hip Hop received from our wholly-owned subsidiary, B3D, Inc., a 5-year exclusive Alpha level license to our b3d production tool suite for the production of hip-hop content for non-Asian markets. Digital Hip Hop has agreed to pay B3D, Inc. a fee of $1,500,000 for this license payable in installments over the first three years of the license, $1,450,000 of which is contingent on the raising of capital by Digital Hip Hop. DVD MARKET We began a limited release of selected MultipathTM Movie titles to the DVD market in the fourth quarter of 2000 pursuant to a March 1999 agreement with SlingShot, Inc., a special purpose DVD publisher and distributor. Additional titles are expected to be released into the market in the fourth quarter of 2001, pursuant to our agreement with SlingShot, Inc. THE AUCTION CHANNEL In July 1999, we acquired Trojan Television Limited. Trojan Television Limited was a London-based company doing business as The Auction Channel. Founded in 1996, The Auction Channel integrated live satellite, cable TV and Web broadcasts of auction events conducted by auction houses, allowing participants to watch events on television and the Internet, and use the Internet or their telephone to bid simultaneously with people actually present at the auction house. During the first quarter of 2000, we transferred our ownership interest in Trojan Television Limited to our subsidiary, The Auctionchannel, Inc. In late 2000, we decided to sell The Auction Channel. The Auction Channel has been accounted for as a discontinued operation in fiscal 2001 pursuant to Management's formal adoption on December 31, 2000 of a plan to dissolve the business unit. Net liabilities to be disposed of, at their expected realizable values, have been separately classified in the accompanying balance sheet at June 30, 2001. On April 30, 2001, we sold substantially all of the assets of The Auction Channel to Metro Channels, LLC and closed The Auction Channel's New York and London offices. Page 4
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RESULTS OF OPERATIONS REVENUES. Development fees are paid by customers in exchange for our development of animated content and/or software packages in accordance with customer specifications. The development agreements generally specify certain "milestones" which must be achieved throughout the development process. As these milestones are achieved, we recognize the portion of the development fee allocated to each milestone. Revenues, which are earned from the sale or licensing of our software tools, are recognized when the sales or licensing agreements are entered into. If the agreement covers a period in excess of one year, the revenue associated with this agreement is recognized on a straight-line basis over the life of the agreement. Advertising revenues, which are earned revenues from the placing of our content on third party web sites, are recognized when the third party accounts to us. Revenues increased from $436,000 for the six months ended June 30, 2000 to $1,042,000 for the six months ended June 30, 2001. For the six months ended June 30, 2001, e-New Media represented 44% of the revenues with distribution and licensing rights ($458,000). Island Def Jam contributed 22% ($226,000) of the revenues, while Warner Bros. Online contributed revenues of 13% ($136,000) and Infogrames contributed 10% ($100,000) of the revenues. For the six months ended June 30, 2000, e-New Media, and SlingShot, Inc. accounted for 35% ($153,000) and 25% ($107,000), while Entertaindom, a Time Warner website, and GT Interactive accounted for 10% ($45,000) and 7% ($32,000) of our revenues, respectively. The increase in revenues is partially due to a full six months of e-New Media revenues, the addition of Digital Hip Hop revenues, and the advertising revenues. COST OF REVENUES. Cost of revenues consists primarily of direct costs attributable to the production of animated music videos and royalties to third parties for licensing rights. Cost of revenues increased from $205,000 for the six months ended June 30, 2000 to $417,000 for the six months ended June 30, 2001. This represents an increase of $212,000. The primary reason for the increase is that during the second quarter of 2001, we increased our ownership of Digital Hip Hop from 50% to 75% and, as a consequence, began to consolidate Digital Hip Hop into our financial statements. The costs attributable to Digital Hip Hop pertain primarily to the production costs of animated music videos. SALES AND MARKETING. Sales and marketing expenses increased $95,000 from $425,000 for the six months ended June 30, 2000 to $520,000 for the six months ended June 30, 2001. Although consulting, advertising and tradeshow costs were reduced in 2001 by $180,000, we incurred $426,000 in distribution expense for warrants issued in connection with our agreement with Yahoo!, while only incurring $54,000 warrant expense for the six months ended June 30, 2000. The increase in warrant expense was partially offset by a decrease in Australian marketing costs of $72,000 and overseas travel costs of $25,000. GENERAL AND ADMINISTRATIVE. General and administrative expenses include primarily salaries and benefits of management and administrative personnel, consultants, rent, insurance costs and professional fees. General and administrative expenses increased from $2,148,000 for the six months ended June 30, 2000 to $2,423,000 for the six months ended June 30, 2001. The principal Page 5
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reason for the increase is the addition of Digital Hip Hop to the consolidated financial statements with $234,000 in general and administrative costs. The Australian and United States offices of Brilliant Digital Entertainment contributed a net increase of $41,000, which is primarily attributable to an increase in salaries of $282,000, insurance costs of $125,000 and warrant expense of $60,000, offset by a decrease in investor costs of $153,000, amortization expense of $61,000, professional fees of $56,000, trademarks of $36,000, computer supplies of $26,000, Australian expenses of $40,000 plus other offsets of $54,000. RESEARCH AND DEVELOPMENT. Research and development expenses include salaries and benefits of personnel conducting research and development of software products. Research and development costs also include costs associated with creating our software tools used to develop MultipathTM Movies and other 3D animated content. The costs decreased from $1,676,000 for the six months ended June 30, 2000 to $909,000 for the six months ended June 30, 2001 primarily due to personnel layoffs and a decrease in production in our Australian company of $767,000. Web development costs decreased by $38,000 from $125,000 for the six months ended June 30, 2000 to $87,000 for the six months ended June 30, 2001 due to the reduction of work for the Company's web site. DEPRECIATION AND AMORTIZATION. Depreciation expense relates to depreciation of fixed assets such as computer equipment and cabling, furniture and fixtures and leasehold improvements. These fixed assets are depreciated over their estimated useful lives (up to five years) using the straight-line method. Depreciation expense increased from $147,000 for the six months ended June 30, 2000 to $178,000 for the six months ended June 30, 2001. The increase is attributable to an increase in depreciable assets, primarily computer equipment purchased in the second and third quarters of 2000. OTHER INCOME AND EXPENSE. Other income and expense includes interest income and interest expense, gains and losses on foreign exchange transactions and export development grants paid to our subsidiary, Brilliant Interactive Ideas Pty. Ltd., by the Australian Trade Commission for its participation in certain export activities. Other income and expense decreased from income of $220,000 in the first six months of 2000 to income of $115,000 in the first six months of 2001. The decrease is primarily due to a reduction of $89,000 for the export grant and a reduction in interest income due to lower cash balances, offset by a gain on the sale of assets. NET LOSS ON DISCONTINUED OPERATIONS. The Auction Channel has been accounted for as a discontinued operation in fiscal 2001 pursuant to Management's formal adoption on December 31, 2000 of a plan to dissolve the business unit. Net liabilities to be disposed of are recorded at their expected realizable values, and have been separately classified in the accompanying balance sheet at June 30, 2001. Operating results of this discontinued operation, a gain of $23,000 for the six months ended June 30, 2001, are shown separately in the accompanying income statement. Losses in the first quarter of 2001 were offset in the second quarter by the gain on the sale of substantially all of the assets of The Auction Channel to Metro Channels, LLC. The income statement for the six months ended June 30, 2000 has been restated to conform to the current year's presentation. Included in the loss of the discontinued operation is an amortization expense for the six months ended June 30, 2000 comprised of amortization of goodwill of $584,000, software technology of $40,000 and customer database of $16,000, all attributable to the purchase of Trojan Television Limited in July 1999. Due to an impairment of goodwill, the amount was written down by $4,189,000 at December Page 6
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31, 2000, reducing the balance to zero. We sold substantially all of the assets of The Auction Channel on April 30, 2001 and the New York and London offices ceased to operate. LIQUIDITY AND CAPITAL RESOURCES As of June 30, 2001, our principal source of liquidity was approximately $2,140,000 in cash, which we primarily raised through the sale of Secured Convertible Promissory Notes and related Common Stock Purchase Warrants. See Note 6 to the Financial Statements. Net cash used in operating activities during the six months ended June 30, 2001 was primarily attributable to a net loss from continuing operations of $3,366,000, with a net gain due to discontinued operations of $23,000 pertaining principally to the sale of the net assets of The Auction Channel. Net cash of $21,000 used in investing activities during the six months ended June 30, 2001 was due primarily to the purchase of computer equipment. Cash used in financing activities for the year was for the repayment of notes for the financing of office furniture and computer equipment. We are required as of June 30, 2001 to make minimum payments of $37,000 under various licensing agreements. At June 30, 2001, we had rental commitments for our offices and production facilities of $469,000 and two promissory notes for the financing of fixed assets in the amount of $112,000 payable over the next 3 years. Our operations generated a negative cash flow during the years ended December 31, 1999 and 2000 and the six months ended June 30, 2001. We expect a significant use of cash during the coming months of 2001 as we continue to develop our software tools and continue our marketing efforts for our tools and 3D animated content. We will require additional equity or debt financing during 2001, the amount and timing of which depend in large part on our spending program. If additional funds are raised through the issuance of equity securities, our stockholders may experience significant dilution. Furthermore, there can be no assurance that additional financing will be available when needed or that if available, such financing will include terms favorable to our stockholders or us. If such financing is not available when required or is not available on acceptable terms, we may be unable to develop or enhance our products and services, take advantage of business opportunities or respond to competitive pressures, any of which could have a material adverse effect on our business, financial condition and results of operations. Please see "Cautionary Statements and Risk Factors - If we are unable to raise additional funds, we may be required to delay implementation of our business plan and reduce overhead significantly." ACCOUNTING TREATMENT FOR DEVELOPMENT COSTS AND RESEARCH EXPENDITURES The Company's accounting policy follows Statement of Financial Accounting Standards No. 86 ("SFAS No. 86"), which provides for the capitalization of software development costs once technological feasibility is established. The capitalized costs are then amortized beginning on the date the product is made available for sale either on a straight-line basis over the estimated product life or on a ratio of current revenues to total projected product revenues, whichever results in the greater amortization amount. Prior to reaching technological feasibility, the Company expenses all costs related to the development of both its software tools and MultipathTM Movie titles. The Company achieved technological feasibility of its original Digital Projector during the third quarter of 1997. Since the date of achieving technological feasibility, the costs of developing MultipathTM Movies intended to be viewed on the original projector have been capitalized in accordance with Page 7
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SFAS No. 86. The Company continues to develop new Digital Projectors with enhanced functionality such as improved compression technology. Costs incurred in the development of new Digital Projectors are expensed until technological feasibility is reached. MultipathTM Movies that are developed for new Digital Projectors that have not yet reached technological feasibility are capitalized in accordance with SFAS No. 86 to the extent that they are compatible with an existing Digital Projector. Amounts incurred for MultipathTM Movies that are developed for new Digital Projectors that are not compatible with an existing projector and would require substantial revision in order to achieve compatibility are expensed as incurred. ACCOUNTING GUIDANCE FOR REVENUE RECOGNITION FOR SOFTWARE TRANSACTIONS Software sales entered into prior to December 15, 1997 were accounted for in accordance with AICPA Statement of Position ("SOP") 91-1, "Software Revenue Recognition." For transactions entered into after December 15, 1997 the Company recognizes revenue from the sale of software in accordance with SOP 97-2, "Software Revenue Recognition". SOP 97-2 provides guidance on when revenue should be recognized and in what amounts for licensing, selling, leasing, or otherwise marketing computer software. NEW ACCOUNTING PRONOUNCEMENTS In December 1999, the Securities and Exchange Commission ("SEC") released Staff Accounting Bulletin ("SAB") No. 101, "Revenue Recognition in Financial Statements," which provides guidance on the recognition, presentation and disclosure of revenue in financial statements filed with the SEC. Subsequently, the SEC released SAB 101B, which delayed the implementation date of SAB 101 for registrants with fiscal years that begin between December 16, 1999 and March 15, 2000. We were required to be in conformity with the provisions of SAB 101, as amended by SAB 101B, no later than October 1, 2000. The adoption of SAB 101, as amended by SAB 101B, has not had a material adverse effect on our financial position, results of operations or cash flows. In October 2000, we adopted the Financial Accounting Standards Board SFAS No. 133, "Accounting for Derivative Instruments and Hedging Activities." This statement establishes accounting and reporting standards requiring that every derivative instrument, including certain derivative instruments embedded in other contracts, be recorded in the balance sheet as either an asset or liability measured at its fair value. The statement also requires that changes in the derivative's fair value be recognized in earnings unless specific hedge accounting criteria are met. The adoption of SFAS No. 133 has not had a material effect on our financial statements. In March 2000, the FASB issued Interpretation No. 44, "Accounting for Certain Transactions Involving Stock Compensation, and Interpretation of APB Opinion No. 25" (FIN. 44). The Interpretation is intended to clarify certain problems that have arisen in practice since the issuance of APB No. 25, "Accounting for Stock Issued to Employees." The effective date of the interpretation was July 1, 2000. The provisions of the interpretation apply prospectively, but they will also cover certain events occurring after December 15, 1998 and after January 12, 2000. The adoption of FIN. 44 has not had a material adverse effect on our current or historical consolidated financial statements, but may affect future accounting regarding stock option transactions. In March 2000, EITF 00-2 "Accounting for Web Site Development Costs" was released. EITF 00-2 provides guidance on how an entity should account for costs involved in such areas as Page 8
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planning, developing software to operate the web site, graphics, content, and operating expenses. EITF 00-2 is effective for web site development costs incurred for fiscal quarters beginning after June 30, 2000. The Company adopted EITF 00-2 during the year ending December 31, 2000, and all amounts associated with our web sites were expensed in accordance with EITF 00-2. CAUTIONARY STATEMENTS AND RISK FACTORS Several of the matters discussed in this document contain forward-looking statements that involve risks and uncertainties. Factors associated with the forward-looking statements that could cause actual results to differ from those projected or forecast are included in the statements below. In addition to other information contained in this report, readers should carefully consider the following cautionary statements and risk factors. IF WE ARE UNABLE TO RAISE ADDITIONAL FUNDS, WE MAY BE REQUIRED TO DELAY IMPLEMENTATION OF OUR BUSINESS PLAN AND REDUCE OVERHEAD SIGNIFICANTLY. We have a limited operating history and have not attained profitability. Since inception, we have incurred significant losses and negative cash flow, and as of June 30, 2001 we had an accumulated deficit of $51.8 million. We have not achieved profitability and expect to continue to incur operating losses for the foreseeable future as we fund operating and capital expenditures in the areas of tool development, brand promotion, content development, sales and marketing, and operating infrastructure. Our business model assumes that consumers will be attracted to our MultipathTM Movies, animated music videos and Brilliant Banners, and that animators will use our b3d tools and technology in the development of other b3d-produced content. This business model is not yet proven and we cannot assure you that we will ever achieve or sustain profitability or that our operating losses will not increase in the future or be inconsistent with the expectations of the public market. WE MAY NOT BE ABLE TO COMPETE EFFECTIVELY WITH OTHER COMPANIES THAT OFFER TOOLS PRODUCTS AND SERVICES SIMILAR TO OURS. The markets for our tools products are highly competitive and characterized by pressure to incorporate new features and accelerate the release of new and enhanced products. A number of companies currently offer content development products and services that compete directly or indirectly with one or more of our tools sets. These competitors include, among others, Macromedia, Inc., Adobe Systems, Inc. as well as Pulse and Viewpoint Corporation. As we compete with larger competitors such as Macromedia across a broader range of product lines and different platforms, we may face increasing competition from such companies. WE MAY BE UNABLE TO SUCCESSFULLY COMPETE WITH MICROSOFT, REAL NETWORKS AND OTHER COMPANIES IN THE MEDIA DELIVERY MARKET. The market for software and services for the delivery of media over the Internet is constantly changing and highly competitive. Companies such as Microsoft Corporation and Real Networks have substantial penetration in the media delivery market, and significantly greater resources than us to continue to grow their business in this area. More companies are entering the market for, and expending increasing resources to develop, media delivery software and services. We expect that competition will continue to intensify. The other components of our business, such as our music videos, Brilliant Banners and MultipathTM Movies, as well as the demand by animators for our b3d tools in their production of 3D animated content, depends in large part on a substantial user base of our Digital Projector, which is the media player that must be used to view b3d enabled content. If we do not achieve a widespread distribution of our media player, there will not be substantial demand for b3d-produced content. Page 9
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IF WE DO NOT IMPROVE OUR SOFTWARE TOOLS TO PRODUCE NEW, MORE ENHANCED 3D ANIMATED CONTENT, OUR REVENUES WILL BE ADVERSELY AFFECTED. The software tools that enable us to create MultipathTM Movies, animated music videos and other 3D animated content have been developed over the past five years. Additional refinement of these tools is necessary to continue to enhance the b3d format. If we cannot develop improvements to these software tools, our MultipathTM Movies, animated music videos and Brilliant Banners and all other b3d-produced content may not obtain or maintain market acceptance and our revenues will be adversely affected. ERRORS OR DEFECTS IN OUR SOFTWARE TOOLS AND PRODUCTS MAY CAUSE A LOSS OF MARKET ACCEPTANCE AND RESULT IN FEWER SALES OF OUR PRODUCTS. Our products are complex and may contain undetected errors or defects when first introduced or as new versions are released. In the past, we have discovered software errors in some of our new products and enhancements after their introduction into the market. Because our products are complex, we anticipate that software errors and defects will be present in new products or releases in the future. While to date these errors have not been material, future errors and defects could result in adverse product reviews and a loss of, or delay in, market acceptance of our products. TO DEVELOP PRODUCTS THAT CONSUMERS DESIRE, WE MUST MAKE SUBSTANTIAL INVESTMENTS IN RESEARCH AND DEVELOPMENT TO KEEP UP WITH THE RAPID TECHNOLOGICAL DEVELOPMENTS THAT ARE TYPICAL IN OUR INDUSTRY. The entertainment software market and the PC industry are subject to rapid technological developments. To develop products that consumers desire, we must continually improve and enhance our existing products and technologies and develop new products and technologies that incorporate these technological developments. We cannot be certain that we will have the financial and technical resources available to make these improvements. We must make these improvements while remaining competitive in terms of performance and price. This will require us to make substantial investments in research and development, often times well in advance of the widespread release of the products in the market and any revenues these products may generate. OUR FAILURE TO ESTABLISH AND MAINTAIN STRATEGIC RELATIONSHIPS WITH SYNDICATION AND CONTENT DISTRIBUTION PARTNERS MAY HARM OUR ANIMATED CONTENT BUSINESS AND THE ESTABLISHMENT OF B3D AS AN INTERNET STANDARD FOR 3D ANIMATION. We depend on establishing and maintaining strategic relationships for the co-creation of our b3d-produced content and for the distribution of that content on third-party web sites. Additionally, we rely on our syndication relationships to increase the installed base of our Digital Projector, which is necessary to view b3d-produced content, including our Brilliant Banners. Our business, results of operations and financial condition could be materially adversely affected if we do not establish additional, and maintain existing, strategic relationships on commercially reasonable terms or if any of our strategic relationships do not result in an increase in the demand for b3d-produced content and the use of our Digital Projector. OUR STOCK PRICE AND TRADING VOLUME FLUCTUATE WIDELY AND MAY CONTINUE TO DO SO IN THE FUTURE. AS A RESULT, WE MAY EXPERIENCE SIGNIFICANT DECLINES IN OUR STOCK PRICE. The market price and trading volume of our common stock, which trades on the American Stock Exchange, has been subject to substantial volatility, which is likely to continue. This volatility may result in significant declines in the price of our common stock. Factors that may cause these fluctuations include: o variations in quarterly operating results; o the gain or loss of significant contracts; o changes in management; Page 10
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o announcements of technological innovations or new products by us or our competitors; o recommendations by securities industry analysts; o dilution to existing stockholders resulting from the issuance of additional shares of common stock; and o short sales and hedging of our common stock. Additionally, the stock market has experienced extreme price and trading volume fluctuations that have affected the market price of securities of many technology companies. These fluctuations have, at times, been unrelated to the operating performances of the specific companies whose stock is affected. The market price and trading volume of our stock may be subject to these fluctuations. IF OUR STOCK DOES NOT SUSTAIN A SIGNIFICANT TRADING VOLUME, STOCKHOLDERS MAY BE UNABLE TO SELL LARGE POSITIONS IN OUR COMMON STOCK. In the past, our common stock has not experienced significant trading volume on a consistent basis and has not been actively followed by stock market analysts. The average trading volume in our common stock may not increase or sustain its current levels. As a result, we cannot be certain that an adequate trading market will exist to permit stockholders to sell large positions in our common stock. FLUCTUATIONS IN OPERATING RESULTS MAY RESULT IN UNEXPECTED REDUCTIONS IN REVENUE AND STOCK PRICE VOLATILITY. We operate in an industry that is subject to significant fluctuations in operating results from quarter to quarter, which may lead to unexpected reductions in revenues and stock price volatility. Factors that may influence our quarterly operating results include: o the introduction or enhancement of software products and technology by us and our competitors; o the use by animators of our toolsets to create b3d-produced content; o the market's acceptance of our 3D Brilliant Banner advertisements; o our ability to create appealing content which will generate advertising revenue; and o our ability to enter into revenue share agreements with third party web sites. Additionally, a majority of the unit sales for a product typically occurs in the quarter in which the product is introduced. As a result, our revenues may increase significantly in a quarter in which a major product introduction occurs and may decline in following quarters. DECREASES IN THE PRICE OF OUR COMMON STOCK COULD INCREASE SHORT SALES OF OUR COMMON STOCK BY THIRD PARTIES, WHICH COULD RESULT IN FURTHER REDUCTIONS IN THE PRICE OF OUR COMMON STOCK. Our sales of common stock at a discount to the market price of our common stock, which may be necessary to raise additional capital to fund operations, could result in reductions in the market price of our common stock. Downward pressure on the price of our common stock could encourage short sales of the stock by third parties. Material amounts of short selling could place further downward pressure on the market price of the common stock. A short sale is a sale of stock that is not owned by the seller. The seller borrows the stock for delivery at the time of the short sale, and buys back the stock when Page 11
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it is necessary to return the borrowed shares. If the price of the common stock declines between the time the seller sells the stock and the time the seller subsequently repurchases the common stock, then the seller sold the shares for a higher price than he purchased the shares and may realize a profit. WE WILL NOT BE ABLE TO GENERATE REVENUES IF OUR MULTIPATHTM MOVIES AND B3D TOOLSET DO NOT ACHIEVE MARKET ACCEPTANCE. Each MultipathTM Movie is an individual artistic work, and its ability to generate revenues primarily will be determined by consumer reaction, which is unpredictable. To generate revenues, we must develop stories and characters that capture the attention and imagination of consumers and license recognized characters and properties from third parties for use in our MultipathTM Movies. We cannot be certain that we will be able to do so. Additionally, our b3d toolset may have programming errors, may be incompatible with other software or hardware products in the market, may face slow adoption in the marketplace and may face competition from other toolmakers. Other factors that influence our ability to generate revenues from our MultipathTM Movies and the b3d toolset include: o consumer reluctance to initiate time consuming downloads of data necessary to view our products; o our marketing strategies; o the quality of our products and competing products; o our ability to enter into revenue share agreements with third party web sites; o critical reviews; o the availability of alternative forms of entertainment and leisure time activities; o our ability to sell advertising and sponsorships for the content; o our b3d toolset may contain features, functionality or workflow conventions that may not be widely accepted by our target audience; o our ability to continue to develop, enhance and deliver the toolset in accordance with established milestones; and o the marketplace's reluctance to adopt a new toolset. WE MAY NOT BE ABLE TO GENERATE SIGNIFICANT DEMAND FOR OUR PRODUCTS VIEWED ON THE INTERNET UNLESS THERE IS A REDUCTION IN THE TIME IT TAKES TO DOWNLOAD THE LARGE AMOUNTS OF DATA NECESSARY TO VIEW OUR PRODUCTS ON THE INTERNET. Our revenue growth depends in part on our ability to distribute our products for viewing on the Internet. We believe that without reductions in the time to download animated content over the Internet, our MultipathTM Movies and other b3d-produced content may be unable to gain consumer acceptance. This reduction in download time depends in part upon advances in compression technology. We have previously experienced delays in the development of compression technologies, which, we believe, materially and adversely affected our online sales and results of operations. We believe that large, time-consuming downloads have previously deterred potential users of our products and have reduced the effectiveness of our marketing campaigns at that time. The development of these technologies continues to be a significant component of our business strategy and a primary focus of our research and development efforts. Page 12
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THIRD PARTY WEB SITES AND THE LICENSORS FROM WHOM WE OBTAIN RIGHTS TO OUR STORIES AND CHARACTERS MAY CAUSE THE DELAY OF THE RELEASE OF OUR PRODUCTS, WHICH MAY RESULT IN LOWER REVENUES THAN ANTICIPATED. Our distribution relationships with third party web sites and our licensing arrangements with companies that own the stories or characters used in many of our MultipathTM Movies, contain potentially burdensome provisions. These provisions may affect our ability to release our products, which would adversely affect our revenues, for a number of reasons, such as: o A software distributor or a licensor of a story or character may, in the exercise of its product approval rights, arbitrarily require expensive and time consuming changes to our products, which may cause a delay in the release of the products; and o A third party web site could delay the inclusion of our content on the site, and thereby cause a delay in distribution. WE MAY NOT BE ABLE TO LICENSE STORIES AND CHARACTERS THAT APPEAL TO CONSUMERS FOR USE IN OUR MULTIPATHTM MOVIES, WHICH IS NECESSARY FOR OUR MULTIPATHTM MOVIES TO HAVE APPEAL IN THE MARKET. We use stories and characters developed by third parties in our MultipathTM Movies. If we cannot license stories and characters that appeal to consumers at prices or upon terms or conditions that we consider acceptable, we may not be able to develop MultipathTM Movies that consumers will watch. To have access to appealing stories and characters for use in our MultipathTM Movies, we will need to continue to develop new relationships and maintain existing relationships with the licensors of these stories and characters. Many licensors are reluctant to grant broad licenses covering multiple formats, like the Internet and television, to companies without a proven track record in the particular industry. When rights are available, there is often significant competition for licenses. OUR PROPRIETARY TECHNOLOGY MAY NOT BE ADEQUATELY PROTECTED FROM UNAUTHORIZED USE BY OTHERS, WHICH COULD INCREASE OUR LITIGATION COSTS AND ADVERSELY AFFECT OUR SALES. Our ability to compete with other entertainment software companies depends in part upon our proprietary technology. Unauthorized use by others of our proprietary technology could result in an increase in competing products and a reduction in our sales. We rely on trademark, patent, trade secret and copyright laws to protect our technology, and require all employees and third-party developers to sign nondisclosure agreements. We cannot be certain, however, that these precautions will provide meaningful protection from unauthorized use by others. We do not copy-protect our software, so it may be possible for unauthorized third parties to copy our products or to reverse engineer or otherwise obtain and use information that we regard as proprietary. Our customers may take inadequate precautions to protect our proprietary information. If we must pursue litigation in the future to enforce our intellectual property rights, to protect our trade secrets or to determine the validity and scope of the proprietary rights of others, we may not prevail and will likely make substantial expenditures and divert valuable resources. In addition, many foreign countries' laws may not protect us from improper use of our proprietary technologies overseas. We may not have adequate remedies if our proprietary rights are breached or our trade secrets are disclosed. IF OUR PRODUCTS INFRINGE ANY PROPRIETARY RIGHTS OF OTHERS, A LAWSUIT MAY BE BROUGHT AGAINST US THAT COULD REQUIRE US TO PAY LARGE LEGAL EXPENSES AND JUDGMENTS AND REDESIGN OR DISCONTINUE SELLING OUR PRODUCT. We believe that our products, including our software tools, do not infringe any valid existing proprietary rights of third parties. Any infringement claims, however, whether or not meritorious, could result in costly litigation or require us to enter into royalty or licensing agreements. If we are found to have infringed the proprietary rights of others, we could be required to pay damages, redesign the Page 13
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products or discontinue their sale. Any of these outcomes, individually or collectively, could have a material adverse effect on our business and financial condition. WE HAVE ADOPTED A NUMBER OF ANTI-TAKEOVER MEASURES THAT MAY DEPRESS THE PRICE OF OUR COMMON STOCK. Our adoption of a stockholders' rights plan, our ability to issue up to 700,000 shares of preferred stock and some provisions of our certificate of incorporation and bylaws and of Delaware law could make it more difficult for a third party to make an unsolicited takeover attempt of us. These anti-takeover measures may depress the price of our common stock by making third parties less able to acquire us by offering to purchase shares of our stock at a premium to its market price. Our board of directors can issue up to 700,000 shares of preferred stock and determine the price, rights, preferences, privileges and restrictions, including voting rights, of those shares without any further vote or action by our stockholders. Our board of directors could issue the preferred stock with voting, liquidation, dividend and other rights superior to the rights of our common stock. The rights of holders of our common stock will be subject to, and may be adversely affected by, the rights of holders of the share purchase rights and of any preferred stock that may be issued in the future. The issuance of preferred stock, while providing desirable flexibility in connection with possible acquisitions and other corporate purposes, could make it more difficult for a third party to acquire a majority of our outstanding voting stock. Page 14
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SIGNATURES Pursuant to the requirements of Section 13 or 15(d) of the Securities Exchange Act of 1934, as amended, the Registrant caused this report to be signed on its behalf by the undersigned, thereunto duly authorized. BRILLIANT DIGITAL ENTERTAINMENT, INC. Date: September 5, 2001 /S/ ROBERT CHMIEL ---------------------------------------- By: Robert Chmiel Its: Chief Operating Officer and Chief Financial Officer (Principal Financial and Accounting Officer) Page 15

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