IP Library Granted Patent US 10,857,457
Granted Patent B2
US 10,857,457 · App. 16/164,364 · Granted Dec 8, 2020

Management and broadcasting of live multiplayer video game activity

Inventors: Anthony Joseph Gentile (Carlsbad, CA); Jeffrey Alan Ehrman (San Diego, CA)
Assignee: DAYBREAK GAME COMPANY LLC
A63F13/352A63F13/25A63F13/86A63F2300/308A63F2300/577
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Quick Facts
Patent No.
US 10,857,457
App. No.
16/164,364
Granted
Dec 8, 2020
Kind
B2
Abstract

A method of managing a live broadcast of multiplayer video game activity operates a multiplayer game server system to provide game data to a plurality of client devices, the game data defining a multiplayer video game environment that includes a plurality of game characters. The game server system receives a character identifier corresponding to a targeted game character, determines that a currently active altercation in the multiplayer video game environment involves the targeted game character and an opponent game character, and communicates altercation data to a client device operating in a spectator mode. The altercation data includes first gameplay attributes to display with a first user interface (UI) element associated with the targeted game character, and second gameplay attributes to display with a second UI element associated with the opponent game character.

Claims (38)

1. A method of managing a live broadcast of multiplayer video game activity, the method comprising the steps of:

operating a computer-based multiplayer game server system to provide game data to a plurality of computer-based client devices, the game data defining a multiplayer video game environment that includes a plurality of game characters;

ranking, by the computer-based multiplayer game server system, a plurality of active altercations involving game characters in the multiplayer video game environment;

automatically selecting a targeted game character that is involved in a currently active altercation with an opponent game character in the multiplayer video game environment, wherein the selecting is performed in accordance with a higher ranking of the currently active altercation relative to other active altercations in the multiplayer video game environment; and

communicating altercation data for the currently active altercation between the targeted game character and the opponent game character, from the computer-based multiplayer game server system to a computer-based client device operating in a spectator mode, the altercation data comprising first gameplay attributes to display with a first user interface (UI) element associated with the targeted game character, and further comprising second gameplay attributes to display with a second UI element associated with the opponent game character.

2. The method of claim 1 , further comprising the steps of:

dynamically updating the altercation data to reflect changes in status of the currently active altercation, resulting in dynamically updated altercation data; and

communicating the dynamically updated altercation data from the computer-based multiplayer game server system to the computer-based client device operating in the spectator mode, the dynamically updated altercation data comprising updated gameplay attributes to display with the first UI element, the second UI element, or both the first UI element and the second UI element.

3. The method of claim 1 , wherein:

the currently active altercation involves the targeted game character, the opponent game character, and a third game character; and

the altercation data comprises the first gameplay attributes, the second gameplay attributes, and third gameplay attributes to display with a third UI element associated with the third game character.

4. The method of claim 1 , further comprising the steps of:

after communicating the altercation data, detecting that the currently active altercation has ended; and

in response to the detecting, terminating display of the second UI element associated with the opponent game character.

5. The method of claim 1 , wherein the targeted game character is a member of a first team of game characters, the opponent game character is a member of a second team of game characters, and the method further comprises the steps of:

causing display of a first team UI element at the computer-based client device operating in the spectator mode, the first team UI element associated with the first team of game characters, and the first team UI element comprising gameplay attributes of at least one member of the first team of game characters; and

causing display of a second team UI element at the computer-based client device operating in the spectator mode, the second team UI element associated with the second team of game characters, and the second team UI element comprising gameplay attributes of at least one member of the second team of game characters.

6. The method of claim 1 , further comprising the steps of:

after communicating the altercation data, receiving a new character identifier at the computer-based multiplayer game server system, the new character identifier corresponding to a newly targeted game character;

detecting that another currently active altercation in the multiplayer video game environment involves the newly targeted game character and a corresponding opponent game character; and

in response to the determining, dynamically updating the first UI element with gameplay attributes associated with the newly targeted game character, and dynamically updating the second UI element with gameplay attributes associated with the corresponding opponent game character.

7. A computer-based multiplayer game server system comprising a memory element and a processor device communicatively coupled to the memory element, the memory element having computer executable instructions stored thereon and configurable to be executed by the processor device to cause the computer-based multiplayer game server system to:

provide game data to a plurality of computer-based client devices, the game data defining a multiplayer video game environment that includes a plurality of game characters;

rank a plurality of active altercations involving game characters in the multiplayer video game environment;

automatically select a targeted game character that is involved in a currently active altercation with an opponent game character in the multiplayer video game environment, wherein the selecting is performed in accordance with a higher ranking of the currently active altercation relative to other active altercations in the multiplayer video game environment; and

communicate altercation data for the currently active altercation between the targeted game character and the opponent game character, to a computer-based client device operating in a spectator mode, the altercation data comprising first gameplay attributes to display with a first user interface (UI) element associated with the targeted game character, and further comprising second gameplay attributes to display with a second UI element associated with the opponent game character.

8. The computer-based multiplayer game server system of claim 7 , wherein the computer-executable instructions are configurable to cause the computer-based multiplayer game server system to:

dynamically update the altercation data to reflect changes in status of the currently active altercation, resulting in dynamically updated altercation data; and

communicate the dynamically updated altercation data to the computer-based client device operating in the spectator mode, the dynamically updated altercation data comprising updated gameplay attributes to display with the first UI element, the second UI element, or both the first UI element and the second UI element.

9. The computer-based multiplayer game server system of claim 7 , wherein:

the computer-based multiplayer game server system determines that the currently active altercation involves the targeted game character, the opponent game character, and a third game character; and

the altercation data comprises the first gameplay attributes, the second gameplay attributes, and third gameplay attributes to display with a third UI element associated with the third game character.

10. The computer-based multiplayer game server system of claim 7 , wherein:

after communicating the altercation data, the computer-based multiplayer game server system detects that the currently active altercation has ended; and

in response to the detecting, the computer-based multiplayer game server system terminates display of the second UI element associated with the opponent game character.

11. The computer-based multiplayer game server system of claim 7 , wherein the targeted game character is a member of a first team of game characters, the opponent game character is a member of a second team of game characters, and the computer-executable instructions are configurable to cause the computer-based multiplayer game server system to:

control display of a first team UI element at the computer-based client device operating in the spectator mode, the first team UI element associated with the first team of game characters, and the first team UI element comprising gameplay attributes of at least one member of the first team of game characters; and

control display of a second team UI element at the computer-based client device operating in the spectator mode, the second team UI element associated with the second team of game characters, and the second team UI element comprising gameplay attributes of at least one member of the second team of game characters.

Assignments (3)
RELEASE OF SECURITY INTEREST Recorded Jul 27, 2021
From: CIBC BANK USA, AS ADMINISTRATIVE AGENT
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 056982/0415 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 6, 2020
From: GENTILE, ANTHONY JOSEPH; EHRMAN, JEFFREY ALAN
To: DAYBREAK GAME COMPANY LLC
Reel/Frame 053986/0013 →
SECURITY INTEREST Recorded Jul 3, 2019
From: DAYBREAK GAME COMPANY LLC
To: CIBC BANK USA, AS ADMINISTRATIVE AGENT
Reel/Frame 049666/0514 →