← Game Engines & Development

Q3 2026

Game Engines & Development

Granted Patents 5 patents

Overview

This collection contains 5 granted patents from 4 companies: Nintendo (2), EA (1), NetEase (1), and Tencent (1).

The patents address technical challenges in game development workflows and runtime systems. Tencent describes methods for optimizing map updates and reducing development complexity, while Nintendo covers a cooperative item-sharing mechanic and a tool for preventing frame rate drops during cutscenes by measuring GPU load in advance. EA patents a node-graph system that maintains save file compatibility across game versions, and NetEase describes a faction-based arena system for determining seasonal outcomes in multiplayer games.

Company Activity

Tencent received 1 patent covering a dual-purpose map system that optimizes both runtime performance and development workflow. The technology adjusts how often each map element refreshes based on how frequently that element actually changes, replacing one-size-fits-all update schedules with per-element adaptive intervals. Alongside this runtime optimization, the patent describes a development framework that packages map classes into reusable components, allowing developers to add new map elements through configuration files rather than writing custom code for each addition.

Nintendo's 2 patents address cooperative gameplay and visual consistency. The first introduces a time-based item mechanic where spawned objects automatically transfer to teammates if the original recipient waits near them, merging self-collection and sharing into a single interaction without requiring dedicated pass buttons or inventory screens. The second targets a long-standing problem in dynamic resolution scaling: because these systems traditionally react one frame after GPU load spikes, brief frame drops occur during transitions. Nintendo's approach pre-measures GPU load during cutscene development and injects that data at precise moments during playback, allowing the resolution system to adjust before the actual spike hits the rendering pipeline.

EA received 1 patent for a save file architecture built around dependency-aware node graphs rather than traditional serialized snapshots. The system stores game state as a network of interconnected nodes that validate their dependencies, allowing saves to remain readable even when the underlying game code changes between versions. This approach replaces the common pattern where updates to a live game render existing save files corrupted or incompatible.

NetEase received 1 patent describing a player-driven season conclusion mechanism for MMO and RPG games. Rather than ending seasons on a fixed calendar schedule, the system sends representatives from opposing factions into a dedicated arena where their battles determine when and how the season concludes. This ties the lifecycle of seasonal content directly to collective player actions and faction performance rather than predetermined timers.

Patent Sources (5)

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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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