Patent classifications
A63F13/5258
Cinematic game camera in a gaming platform
A method and system is disclosed receives a user selection of a game from a gaming platform via a user interface. The method and system receives a user selection of a camera option of the game. The camera option enables a camera to be controlled within a three-dimensional (3D) environment of the game by a user during real-time gameplay. The method and system move the camera within the 3D environment during the real-time gameplay responsive to user input to move the camera. The method and system responsive to moving the camera within the 3D environment, provide, via the user interface, a presentation of views from a perspective of the camera of the real-time gameplay in the 3D environment.
Cinematic game camera in a gaming platform
A method and system is disclosed receives a user selection of a game from a gaming platform via a user interface. The method and system receives a user selection of a camera option of the game. The camera option enables a camera to be controlled within a three-dimensional (3D) environment of the game by a user during real-time gameplay. The method and system move the camera within the 3D environment during the real-time gameplay responsive to user input to move the camera. The method and system responsive to moving the camera within the 3D environment, provide, via the user interface, a presentation of views from a perspective of the camera of the real-time gameplay in the 3D environment.
Simulated previews of dynamic virtual cameras
The present disclosure includes a method for generating simulated previews of dynamic virtual cameras, the method comprising receiving virtual camera descriptor data, receiving object tracking data, generating virtual camera behavior data based on the virtual camera descriptor data and the object tracking data, the virtual camera behavioral data corresponding to virtual camera parameters for rendering a view, and generating a simulated preview based on the object tracking data and the virtual camera behavioral data.
Simulated previews of dynamic virtual cameras
The present disclosure includes a method for generating simulated previews of dynamic virtual cameras, the method comprising receiving virtual camera descriptor data, receiving object tracking data, generating virtual camera behavior data based on the virtual camera descriptor data and the object tracking data, the virtual camera behavioral data corresponding to virtual camera parameters for rendering a view, and generating a simulated preview based on the object tracking data and the virtual camera behavioral data.
Changing a camera view in an electronic game
The camera view of an avatar traversing in a three-dimensional (3D) world in an electronic game may be changed to avoid occlusion of the avatar by a graphical object that in the camera view. The camera view may be moved forward towards the avatar to avoid the occlusion, and the camera view may then be moved backward away from the avatar after the avatar has passed the graphical object. Graphical objects that do not significantly occlude the avatar in the camera view may not trigger a change in the camera view.
Changing a camera view in an electronic game
The camera view of an avatar traversing in a three-dimensional (3D) world in an electronic game may be changed to avoid occlusion of the avatar by a graphical object that in the camera view. The camera view may be moved forward towards the avatar to avoid the occlusion, and the camera view may then be moved backward away from the avatar after the avatar has passed the graphical object. Graphical objects that do not significantly occlude the avatar in the camera view may not trigger a change in the camera view.
Scaled VR engagement and views in an e-sports event
The present disclosure describes methods and systems directed towards providing scaled engagement and views of an e-sports event. Instead of providing the same distribution of live e-sport event data to all remote viewers of a live e-sports event, features associated with e-sports gaming network could be used to customize the distribution of live e-sport event data to promote immersive viewer experience. The enhanced immersion can also be carried out in a virtual reality or augmented reality setting. The features would be capable of providing additional information, different views, and a variety of different commentators for the e-sports event so that the viewer can be more engaged when viewing the particular e-sports event. With the increased engagement from remote viewers, the distribution of live e-sports event data can also be further modified for monetization by incorporating advertisements as well.
CHANGING A CAMERA VIEW IN AN ELECTRONIC GAME
The camera view of an avatar traversing in a three-dimensional (3D) world in an electronic game may be changed to avoid occlusion of the avatar by a graphical object that in the camera view. The camera view may be moved forward towards the avatar to avoid the occlusion, and the camera view may then be moved backward away from the avatar after the avatar has passed the graphical object. Graphical objects that do not significantly occlude the avatar in the camera view may not trigger a change in the camera view.
CHANGING A CAMERA VIEW IN AN ELECTRONIC GAME
The camera view of an avatar traversing in a three-dimensional (3D) world in an electronic game may be changed to avoid occlusion of the avatar by a graphical object that in the camera view. The camera view may be moved forward towards the avatar to avoid the occlusion, and the camera view may then be moved backward away from the avatar after the avatar has passed the graphical object. Graphical objects that do not significantly occlude the avatar in the camera view may not trigger a change in the camera view.
Methods and systems for spectating characters in follow-mode for virtual reality views
Methods and systems for spectating a live video game are presented. In one embodiment, a method for performing an automated catch-up to a player is provided. The method includes providing an interface for presenting a first view of a video game on a client device where the first view has a first vantage point and includes a target player. The method includes an operation for providing a portal within the interface for presenting a second view of the target object, the second view having a second vantage point. The method further includes an operation for moving the second vantage point toward the target object within the portal. Additionally, the method provides an operation for wiping away the portal.