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Week of 29 Jun - 5 Jul 2026

Weekly Patent Digest

Granted Patents 10 patents

Overview

This week's granted patent digest covers 10 patents across 10 companies, with AI and machine learning leading the category breakdown at 3 patents, followed by UI/UX and game engine at 2 each.

A recurring thread across several grants involves AI doing heavy lifting behind the scenes, from filling gaps in motion capture data to converting 2D content into 3D presentations and recommending gaming VODs based on performance metrics. On the infrastructure and interaction side, patents from Samsung and Konami address latency reduction in cloud gaming and real-time viewer-to-player transitions in livestreams, while Discord and Nintendo each tackle how players and developers interact with game systems through no-code scripting tools and physics-based object manipulation mechanics.

Highlights

Nintendo's 1 patent this week covers the object bonding and manipulation system at the heart of Tears of the Kingdom's Ultrahand mechanic. The grant describes a system that lets players attach virtual objects together in a game world and release them again using a shake-based input, with the engine tracking how assembled structures behave as unified physical entities. It is a rare case of a core gameplay mechanic receiving its own dedicated patent.

Discord's 1 patent takes a different angle on game development itself, covering a no-code scripting tool that allows designers without programming backgrounds to build complex gameplay logic through a visual or abstracted interface. The goal, as described in the patent, is to remove the bottleneck between design intent and implementation, letting non-technical contributors work directly on gameplay systems without involving engineers for every change.

Tencent filed 1 patent covering how NPCs in open world environments switch between different AI behavior trees depending on how close a player is to them. Characters near the player run richer, more detailed animation logic, while those further away operate on lighter processing, reducing the server load that comes with simulating a large populated world at full fidelity across the board.

EA's 1 patent addresses a persistent headache in animation production, specifically what happens when motion capture marker data goes missing or gets corrupted during a recording session. The patented system uses AI to predict and fill in those gaps automatically, reducing the manual cleanup work that animators would otherwise handle frame by frame.

Sony's 1 patent covers a depth detection system that takes flat 2D video or game content and derives spatial depth information from it using AI, then uses that data to produce a 3D-enhanced presentation. The process does not require any changes to the original source material, making it applicable to existing content without re-authoring.

Samsung's 1 patent targets latency in cloud gaming by separating how controller inputs are handled from the rest of the game application's processing. The patent describes a dedicated input offloading module that handles controller signals on its own, preventing them from competing with game logic threads for processing time, which is a known source of input delay in cloud environments.

Konami's 1 patent covers a system that allows someone watching a game livestream to jump directly into the streamer's current game session, inheriting the same game state the streamer is playing in at that moment. The patent describes the technical handoff between the viewer's client and the active session, effectively turning passive spectating into a direct participation option.

Beijing Zitiao Network Technology, a ByteDance subsidiary, received 1 patent for a multiplayer voice game system built around media playback. The system plays audio, pauses it at set points, then prompts players to continue lyrics or dialogue using their own voice, scoring how accurately each participant matches the expected vocal output in real time.

NetEase's 1 patent covers a respawn mechanic that lets eliminated players swap their position in a revival queue with a teammate who is still active. Rather than waiting in a fixed order, downed players and their teammates can negotiate queue placement, which the patent frames as a layer of tactical decision-making added to the respawn process.

Adeia's 1 patent describes a recommendation system for esports and gaming video-on-demand content that pulls from gameplay performance data across the pre-game, in-game, and post-game phases to surface relevant clips and matches to viewers. Rather than relying on watch history or ratings alone, the system uses what actually happened during a session as the basis for its suggestions.

Patent Sources (10)

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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