← Game Engines & Development

Q1 2026

Game Engines & Development

Granted Patents 14 patents

Overview

This collection contains 14 granted patents from 6 companies: Nintendo (6), Activision Blizzard (4), Sony (1), Rec Room (1), EA (1), and Konami (1).

The patents cover fundamental game engine technologies including procedural content generation systems, real-time physics and collision detection, and automated testing infrastructure. Nintendo's patents focus on player interaction mechanics such as weapon fusion, NPC companion systems, and building construction, while Activision Blizzard addresses animation smoothing and dynamic session customization. Additional technologies include EA's GPU-accelerated terrain editing, Sony's automated gameplay capture system, Rec Room's bidirectional world editing tools, and Konami's multiplayer board game framework.

Company Activity

Nintendo received 6 patents covering several interconnected gameplay systems. Three patents address procedural content challenges in crafting-heavy games: one automates collision mesh generation for combined weapon items using convex polyhedron approximation, another creates item names through compositional grammar rules that combine base items with modifiers, and a third enables real-time weapon fusion by letting players merge equipment directly in the game world rather than through menu screens. The company also patented a construction mechanic that lets players build structures using normal character movement instead of dedicated UI, with buildings automatically switching between editable shells and enterable rooms. Another patent covers an NPC companion system that repositions AI allies onto moving platforms without manual summon commands, enabling coordinated shooting actions during motion sequences. The final patent describes waypoint objects that simultaneously handle lighting, progressive map revelation, fast travel, and health restoration to structure exploration in dark environments.

Activision Blizzard received 4 patents spanning testing infrastructure, motion capture, session design, and animation. One patent describes automated testing that scripts avatar movement along paths in open-world environments, running builds across different hardware configurations while aggregating performance data. Another addresses motion capture for game design using LED walls that track multiple actors' individual viewpoints simultaneously, rendering personalized virtual backgrounds for each performer to capture authentic player reactions. The company also patented a system that dynamically packages game content into player-defined time windows, selecting and editing narrative units while provisioning appropriate gear to create shorter coherent experiences from longer games. A fourth patent smooths first-person weapon animations during corner slicing by scoring edges based on geometric parameters and applying interpolation with dual-mode behavior for hip fire versus aiming down sights.

EA received 1 patent for GPU-accelerated terrain texture editing in game development tools. The system creates temporary continuous texture representations that eliminate tile boundary artifacts during editing of variable-resolution terrain images, automatically handling upsampling and downsampling to preserve the resolution hierarchies defined in quadtree layouts.

Rec Room received 1 patent addressing collaboration between professional developers and player creators. The system enables bidirectional synchronization of virtual objects, converting studio assets into binaries for the game client, then allowing player-created editor objects to reference those binaries and convert back to studio format without breaking relationships.

Sony received 1 patent for automated gameplay capture and analysis. The server-driven system records gameplay footage across multiple players to identify bugs and difficult sections for developer review while simultaneously generating highlight reels from extraordinary performances, eliminating manual intervention in both debugging and content creation.

Konami received 1 patent for a multiplayer board game system supporting 3 or more players. The design uses predetermined correspondence relationships between board spaces to balance strategic complexity, creating a middle ground between two-player games with limited opponents and four-player games with excessive freedom by guiding player choices through structured area-to-area connections.

Patent Sources (14)

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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