Content, orchestration, management and programming system
View Patent ↗Procedurally generating live experiences for a virtualized music-themed world, including: providing a headless content management system supporting management of back end; coupling a virtual world client to the back end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; and procedurally generating a plurality of content elements in a real-time game engine for live experiences in the virtualized music-themed world.
1. A method for procedurally generating live experiences for a virtualized music-themed world, the method comprising:
providing a headless content management system supporting management of back end;
coupling a virtual world client to the back end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; and
procedurally generating a plurality of content elements in a real-time game engine for live experiences in the virtualized music-themed world.
2. The method of claim 1 , wherein procedurally generating comprises
providing a server-side control over how the plurality of content elements is rendered.
3. The method of claim 2 , wherein the server-side control comprises control over what content element is rendered.
4. The method of claim 2 , wherein the server-side control comprises control over where the content element is rendered.
5. The method of claim 2 , wherein the server-side control comprises control over when the content element is rendered and for how long.
6. The method of claim 2 , wherein the server-side control comprises control over what the content element costs.
7. The method of claim 1 , further comprising
rendering the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.
8. A system for procedurally generating live experiences for a 3-D virtualized music world, the system comprising:
a headless content management system to provide management of a back end;
a virtual world client to connect to the back end using an interface that provides a content packaging framework to enable customized event scheduling and destination management,
wherein the virtual-world client procedurally generates a plurality of content elements in a real-time game engine for live experiences in a virtualized music-themed world.
9. The system of claim 8 , wherein the virtual-world client comprises
a server-side controller which provides server-side control over how the plurality of content elements is rendered.
10. The system of claim 9 , wherein the server-side control comprises control over which content element of the plurality of content elements is rendered.
11. The system of claim 9 , wherein the server-side control comprises control over where the content element is rendered.
12. The system of claim 9 , wherein the server-side control comprises control over when the content element is rendered and for how long.
13. The system of claim 9 , wherein the server-side control comprises control over what the content element costs.
14. The system of claim 8 , wherein the virtual-world client renders the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.
15. A non-transitory computer-readable storage medium storing a computer program to procedurally generate live experiences for a virtualized music-themed world, the computer program comprising executable instructions that cause a computer to:
provide a headless content management system supporting management of back end;
couple a virtual world client to the back end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; and
procedurally generate a plurality of content elements in a real-time game engine for live experiences in the virtualized music-themed world.
16. The computer-readable storage medium of claim 15 , wherein the executable instructions that cause the computer to procedurally generate comprises executable instructions that cause the computer to
provide a server-side control over how the plurality of content elements is rendered.
17. The computer-readable storage medium of claim 16 , wherein the server-side control comprises control over what content element is rendered.
18. The computer-readable storage medium of claim 1 , further comprising executable instructions that cause the computer to
render the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.