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Q3 2026

Activision Blizzard

Granted Patents 4 patents

Overview

Activision Blizzard received 4 granted patents this quarter across Audio (1), Platforms (1), and Graphics (2).

The Audio patent covers a neural network system that trains on captured player voice reactions and generates realistic NPC Audio during matching gameplay events. On the Platforms side, the company secured a patent for a hash-based content delivery network with local caching designed to help geographically distributed development teams sync large game builds efficiently. The Graphics patents describe a dynamic shadow map resolution and filtering system for consistent cross-Platforms performance, plus an LED wall reflectance capture method that records precise lighting data for realistic character rendering.

Technology Themes

The Audio patent trains a neural network on real player voice reactions captured during gameplay, then generates authentic-sounding NPC Audio when similar events occur. The system separates the voice capture mechanism from the game instance itself and uses temporal correlation to pair player reactions with specific in-game moments, creating a training dataset that links human expressions to gameplay events. This approach replaces traditional scripted NPC responses with Audio grounded in how real players actually respond during play.

A single Platforms patent describes a content delivery system designed for game development studios distributed across multiple locations. The system uses content-addressed chunking to break large game builds into smaller pieces, then distributes only the chunks that are genuinely new rather than retransmitting entire files. A two-tier architecture combines local studio cache nodes with centralized object storage, and a label-based referencing system automates lifecycle management across all nodes. The patent extends this approach to console development kits, which can stream chunks from local cache during execution.

Two Graphics patents address different aspects of rendering quality and performance. The first dynamically allocates shadow map resolution across all lights in a frame based on a total memory budget, adjusting each light's shadow resolution according to its size and distance from the camera rather than using fixed presets. It also applies a curved attenuation profile to percentage closer filtering values to soften shadows while managing artifacts. The second patent captures surface reflectance data using massive LED walls as the light source, with each LED pixel corresponding to a pixel in the game engine. This replaces traditional multi-exposure light stage workflows with a unified system that simultaneously provides background display and lighting characterization, enabling real-time reflectance capture across any lighting scenario.

Patent Sources (4)

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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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