← Game Engines & Development

H1 2026

Game Engines & Development

Granted Patents 21 patents

Overview

This category covers 21 granted patents across 10 companies: Nintendo (8), Activision Blizzard (4), Sony (2), EA (1), Konami (1), Microsoft (1), Nexon Games Co.

(1), Discord (1), Rec Room (1), and Booming Technology (Hangzhou) Co. (1). The patents span a wide range of game engine and development technologies, from Nintendo's systems for weapon fusion, procedural item naming, object bonding, NPC companion placement, building construction, collision generation, exploration mechanics, and club management, to Activision's work on first-person animation and dynamic session customization. Sony covers AI-powered asset creation from real-world photos and automated gameplay capture, while Microsoft, Discord, Rec Room, EA, Nexon, Konami, and Booming Technology each contribute 1 patent addressing areas including 3D video editing tools, no-code scripting, cross-platform world editing, GPU-accelerated terrain processing, dynamic map variation, multiplayer board game systems, and ECS-based engine optimization. Across the category, the patents reflect a broad set of technical challenges in both player-facing gameplay systems and back-end development tooling.

Company Activity

Nintendo received 8 patents covering a wide range of gameplay and development systems. Several of them work together around procedural item creation: one automates the naming of equipment by applying grammar-based rules to item combinations, another handles the physical fusion of objects directly in the game world rather than through a menu, and a third automatically generates collision meshes for the resulting composite items so artists don't have to build them by hand. A 4th patent covers the bonding and unbonding of virtual objects, where shaking or rapidly redirecting a selected piece releases it from an assembly without dismantling the rest of the structure. Nintendo also received a patent for a building construction system that reuses existing character movement mechanics instead of introducing a separate construction interface, with structures automatically switching between editable and enterable states depending on context. A 6th patent describes a companion NPC system that automatically repositions AI allies onto moving platforms when the player boards them, enabling immediate coordinated actions without manual setup. The 7th patent introduces exploration hubs that simultaneously control lighting, map revelation, health restoration, and fast travel when activated. Rounding out the eight, Nintendo patented a club-rank system for sports titles where a club's progression level directly affects in-match mechanical advantages, with item appearance rates tied to both rank and the execution of specific plays during a match.

Activision Blizzard received 4 patents spanning both player-facing mechanics and development infrastructure. One covers first-person weapon animation around corners in shooter games, using an algorithm that scores corner edges based on geometric relationships and then applies interpolated rotation to avoid abrupt visual jumps, with separate behavior profiles for hip-fire and aimed-down-sights modes. A second patent addresses an LED volume capture system used in game development, where the system tracks each performer's individual field of view and renders a personalized virtual game environment for them in real-time, rather than tracking a single camera as in film production. The third patent allows players to define a time budget for a game session, with the system dynamically selecting and trimming content units and provisioning appropriate gear to fit a coherent experience within that window. The fourth covers an automated testing framework that runs game builds across many hardware configurations at once, scripting avatar movement through open-world environments along consistent paths to collect and aggregate performance data.

Microsoft received 1 patent for a 3D visual editor designed for interactive videos and games. Rather than requiring creators to write scripts, the system presents the logic of an interactive experience as a spatial graph of nodes and paths that can be directly manipulated, allowing camera transitions, scene connections, and effects to be edited without code.

Nexon Games Co. received 1 patent for a map variation system used in blast mission games. Instead of serving a static map or generating an entirely new one each round, the system varies the gameplay environment information within an existing map framework on a round-by-round basis, producing structured differences in each session without requiring new map assets.

Sony received 2 patents addressing opposite ends of the game content pipeline. One describes an AI-powered system that converts photographs and videos of real-world subjects into assets formatted for use in games, reducing the manual work typically involved in that conversion process. The other operates after a game is already in players' hands, using server-driven automated capture and analysis of gameplay footage across many players to both identify bugs and difficult sections for developers and to generate shareable highlight clips from particularly impressive performances.

Booming Technology (Hangzhou) Co. received 1 patent for a parameter conversion system built around the Entity Component System architecture used in game engines. The system automatically translates the human-readable component parameters that developers set in a game editor into the optimized data structures that the engine needs at runtime, removing the mismatch between how designers configure a scene and how the engine processes it.

EA received 1 patent for a GPU-accelerated terrain editing technique aimed at open-world game development. When a developer edits a section of a tiled terrain texture that spans multiple resolution levels, the system creates a temporary continuous texture representation to eliminate the seam artifacts that would otherwise appear at tile boundaries, then automatically resamples the result to preserve the resolution hierarchy stored in the underlying quadtree layout.

Konami received 1 patent for a multiplayer board game system supporting 3 or more players. The system uses a predetermined correspondence structure between each player's board spaces to define which areas can interact with which, creating a level of strategic complexity that sits between the limited options of a 2-player setup and the unconstrained choices of a 4-player one.

Rec Room received 1 patent for a bidirectional editing system that connects professional design tools with in-game creation environments. Objects built in a studio tool are converted into binary formats for the game client, and objects that players then create or modify using the in-game editor can be converted back into studio-compatible versions for further professional editing, with references between the two formats preserved throughout.

Discord received 1 patent for a no-code scripting tool that allows game designers without technical backgrounds to build complex, multi-step gameplay logic. Rather than writing code, designers use a purpose-built interface to define behaviors and actions, with the tool positioned within a social networking platform's game development pipeline to reduce the bottleneck between a designer's intent and its technical execution.

Patent Sources (21)

All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.

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