A63F13/493

Terrain radar and gradual building of a route in a virtual environment of a video game
11192027 · 2021-12-07 · ·

A method for influencing a gaming world of a video game. The method including cross-pollinating a first path using an inter-game communication medium across a plurality of virtual environments of a plurality of asynchronous game plays of a plurality of players playing the video game. The method including determining that a first path has been traversed one or more times by one or more characters of the plurality of players in the plurality of asynchronous game plays. The method including improving the first path based on a number of times the first path has been traversed by the one or more characters. The method including cross-pollinating the first path that has been improved across the plurality of virtual environments.

INVITATION LINK FOR LAUNCHING MULTI-USER APPLICATIONS

The disclosed subject matter enables a user to construct a selectable link to invite others to launch directly into a same session of a multi-user application, such as a game or party. The inviting user may construct the link without ever launching the multi-user application. Subsequently, both the inviting and invited users may share the link with others using any conventional form of electronic communication.

Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
20220203235 · 2022-06-30 ·

Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.

Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
20220203235 · 2022-06-30 ·

Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.

METHOD AND SYSTEM FOR INITIATING A JUMP GAME PLAY FROM A LIVE GAME PLAY VIEWED BY A SPECTATOR
20220193559 · 2022-06-23 ·

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

METHOD AND SYSTEM FOR INITIATING A JUMP GAME PLAY FROM A LIVE GAME PLAY VIEWED BY A SPECTATOR
20220193559 · 2022-06-23 ·

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

CONTENT STREAMING WITH GAMEPLAY LAUNCH
20220193546 · 2022-06-23 ·

A system and method for launching gameplay from streaming content is provided. Information regarding media content may be stormed in memory. Such media content may have at least one or more trigger points and each trigger point may be associated with a set of game data specific to a gameplay scene within an interactive title. The media content may be streamed to a user device over a communication network. A selection of one of the at least one or more trigger points may be received over the communication network from the user device. Identifying the set of game data associated with the selected trigger point may be identified and the interactive title for gameplay may be launched by the user device based on the identified set of game data associated with the selected trigger point.

Cloud Gaming Device Handover
20220184494 · 2022-06-16 ·

Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server and streaming video frames to the primary client device. A profile is generated for each secondary client device that is identified to be local to the primary client device. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device from the handover option causes pausing of the streaming of video frames to the primary client device, accessing the game state for the game, and resuming game play using the secondary client device.

Cloud Gaming Device Handover
20220184494 · 2022-06-16 ·

Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server and streaming video frames to the primary client device. A profile is generated for each secondary client device that is identified to be local to the primary client device. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device from the handover option causes pausing of the streaming of video frames to the primary client device, accessing the game state for the game, and resuming game play using the secondary client device.

Authentication identity management for mobile device applications

An identity authenticator receives a first authentication credential from a first application at a first computing device. The identity authenticator then determines that the first authentication credential is associated with a second authentication credential for the first application at a second computing device based on a stored authentication identity. The identity authenticator then provides a stored execution state for the first application to the first computing device, wherein the stored execution state is associated, based on the stored authentication identity, with at least one of the first authentication credential or the second authentication credential.