Video Game Studio Simulation Game

20260102689 ยท 2026-04-16

    Inventors

    Cpc classification

    International classification

    Abstract

    Video game studio simulation game simulates the development of video games by selection and play of video game features. Players set a video game genre as displayed on cards in their hand. Players are granted a set amount of video game studio start-up funds. Game play is achieved by drawing cards from different card decks: gameplay feature deck, genre deck, benefit risk deck, CEO & Studio Deck, and market deck. Players may select and play various features for their video game. Launch success is determined by the prevailing game market shown by drawing market cards. Winner is determined by a dice roll related to matching a player's genre and features to the prevailing game market and a pitch to an investor, either artificial intelligence driven or human.

    Claims

    1. A board game apparatus for video game development simulation comprising: one or more six-sided die with each side labeled with markings indicating consecutive numbers from one to six; a market card deck comprising one or more cards, with a first side of each card comprising a genre and a username; a CEO and studio card deck comprising one or more cards, with a first side of each card comprising an initial investment amount, a burn rate amount and a CEO ability; a gameplay feature card deck comprising one or more cards, with a first side of each card comprising at least one genre, a co-development amount and an ability; a genre card deck comprising one or more cards, with a first side of each card comprising one or more genres and an ability; a risk card deck comprising one or more cards, with a first side of each card comprising a risk; a game board comprising a first player card display location for a first player, a second player card display location for a second player and a center card display location, where the first card display location and second card display location each comprise locations for displaying one or more cards from the gameplay feature card deck and one card from the CEO and studio card deck and where the center card display location comprises locations for the market card deck, the gameplay feature card deck, the genre card deck, and the risk card deck; and a studio cashflow statement for recording monetary inflows and outflows for the video game development simulation; and a game pitch template comprising questions related to the video game development simulation.

    2. The board game apparatus of claim 1 where the first player creates a first game pitch and the second player creates a second game pitch by each answering the questions on the game pitch template.

    3. The board game apparatus of claim 2 where the first game pitch and second game pitch are judged by a third player.

    4. The board game apparatus of claim 2 where the first game pitch and second game pitch are judged utilizing a computer apparatus connected to an artificial intelligence large language model.

    5. A method for playing a video game development simulation comprising the steps of: Placing each of 1) a market card deck comprising one or more cards, with a first side of each card comprising a genre and a username, 2) a CEO and studio card deck comprising one or more cards, with a first side of each card comprising an initial investment amount, a burn rate amount and a CEO ability; 3) a gameplay feature card deck comprising one or more cards, with a first side of each card comprising at least one genre, a co-development amount and an ability, 4) a genre card deck comprising one or more cards, with a first side of each card comprising one or more genres and an ability, and 5) a risk card deck comprising one or more cards, with a first side of each card comprising a risk, on a game board comprising a center card display location comprising locations for the market card deck, the gameplay feature card deck, the genre card deck, and the risk card deck, a first player card display location for a first player, a second player card display location for a second player where the first card display location and second card display location each comprise locations for displaying one or more cards from the gameplay feature card deck and one card from the CEO and studio card deck; choosing, by each player, a card from the CEO and studio card deck and placing, by each player, the card in the first card display location and the second card display location; choosing, by each player, five cards from the gameplay feature card deck and placing, by each player, the chosen five cards in the first card display location and the second card display location; selecting, by each player, an action to play in a first round, the actions comprising 1) a bulk swap of one or more of the cards from the gameplay feature card deck displayed in the first card display location or the second card display location, 2) draw one card from the feature gameplay card deck, 3) play the CEO ability shown on the card from the CEO and studio card deck displayed in the first card display location or the second card display location, or 4) exchange a card from the gameplay feature card deck displayed in the first card display location or the second card display location; recording, by each player, on a studio cashflow statement for recording monetary inflows and outflows for the video game development simulation, the burn rate from the card from the CEO and studio card deck displayed in the first card display location or the second card display location; choosing, by each player, a card from the risk card deck and recording the risk on the studio cash flow statement; choosing, by each player, one or more cards from the market card deck to determine a genre; preparing, by each player, a game pitch by answering questions related to the video game development simulation on a game pitch template; presenting, by each player, to a judge, the game pitch where the judge determines a score for the game pitch; rolling, by each player, one or more six-sided die with each side labeled with markings indicating consecutive numbers from one to six, to calculate a launch revenue; calculating, by each player, a co-development value based on the co-development amount displayed the one or more cards from the gameplay feature card deck displayed in the first card display location or the second card display location; and completing, by each player, the studio cash flow statement to determine the total dollar amount for each player.

    6. The method for playing a video game development simulation of claim 5 where the score of each game pitch is determined by a third player.

    7. The method for playing a video game development simulation of claim 5 where the score of each game pitch is determined utilizing a computer apparatus connected to an artificial intelligence large language model.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0006] FIG. 1 shows the game board of the present invention.

    [0007] FIG. 2 shows the various game play card decks and dice.

    [0008] FIG. 3 shows the detail side of a specific CEO & Studio card.

    [0009] FIG. 4 shows the various CEO & Studio cards.

    [0010] FIG. 5 shows genre icons and detail sides of a specific market card.

    [0011] FIG. 6 shows the various market cards.

    [0012] FIG. 7 shows a specific game play card.

    [0013] FIG. 8 shows a first set of game play cards.

    [0014] FIG. 9 shows a second set of game play cards.

    [0015] FIG. 10 shows a third set of game play cards.

    [0016] FIG. 11 shows a fourth set of game play cards.

    [0017] FIG. 12 shows a specific genre card.

    [0018] FIG. 13 shows a specific risk card.

    [0019] FIG. 14 shows the studio cash flow statement.

    [0020] FIG. 15 shows the pitch game template.

    DESCRIPTION OF THE PREFERRED EMBODIMENT

    [0021] The following detailed description refers to the preferred embodiment of the disclosed invention as shown in the attached figures and in the below description. This detailed description is not meant to limit the scope of the invention in any way but is intended to disclose the preferred embodiment/best mode of the invention at the time of filing this application.

    [0022] FIG. 1 shows the game board 101 of video game studio simulation game 100. Game board 101 includes three primary game play areas: player one card area 111, player two card area 112 and center card area 113. Player one card area 111 is positioned along a first edge of game board 101 and comprises various card play positions for player one including player one CEO and Studio card 102 and player one feature card(s) 103. Player two card area 112 is positioned along a second edge of game board 101, opposite the first edge with player one card area 111. Player two card area 112 includes player two feature card(s) 110 and player two CEO and Studio card 104. These positions are designated for the first player or player one to display their CEO and Studio card and up to five feature cards. These cards will be described in greater detail in reference to later figures.

    [0023] Game board 101 also includes center card area 113 which is positioned in the center of game board 101 and includes positions for the various card decks. Players choose cards from these card decks to determine game play. Specifically, the center area of game board 101 includes a position for gameplay feature deck 116, genre deck 108, benefit risk deck 105, CEO & Studio Deck 115, and market deck 114.

    [0024] In the preferred embodiment, game board 101 is manufactured of card board, board stock or grey board material wrapped with paper printed with the game board elements. The printed board is then either laminated or varnished to protect the surface and bring out the colors of the game art.

    [0025] FIG. 2 shows the examples of the various game decks: market deck 114, CEO & studio deck 115, gameplay feature deck 116, genre deck 108, and benefit risk deck 105. Detailed descriptions of each of the card decks and game play will be made in reference to later figures.

    [0026] Also shown are dice 117. The present game is played with up to five (5) standard dice, each with six sides.

    [0027] FIG. 3 shows the reverse side of a specific card from the CEO & Studio Deck 115. Each card in CEO & Studio Deck 115 has initial capital 119, located on the left side of the card. Initial capital 119 is the total capital/money for each player at the beginning of the game. Each card in CEO & Studio Deck 115 also includes burn rate 120, located on the right side of the card. Burn rate 120 is the amount of money spent by each player each round developing their video game. Each card has an ability shown in CEO card details 118. Each CEO has their own strength with abilities that give players an additional advantage during game play. This specific card shows an initial investment 119 of $1200 k or specifically $1,200,000. The card also shows a per round burn rate 120 of $300K ($300,000). CEO card details 118 show that this card is for The Financial Mogul and includes an extra action for the player holding this card.

    [0028] FIG. 4 shows all the various cards from the CEO & Studio Deck 115 are: [0029] CEO card details 118: The Seasoned Developer, initial investment 119: $1800K, per round burn rate 120: $300 k; [0030] CEO card details 118: Chief Executive Officer, initial investment 119: $1800K, per round burn rate 120: $300 k; [0031] CEO card details 118: The Visionary Investor, initial investment 119: $1800K, per round burn rate 120: $300 k; [0032] CEO card details 118: Chief Marketing Officer, initial investment 119: $1800K, per round burn rate 120: $300 k; [0033] CEO card details 118: Chief Technical Officer, initial investment 119: $1100K, per round burn rate 120: $200 k; [0034] CEO card details 118: Chief Financial Officer, initial investment 119: $1100K, per round burn rate 120: $200 k; [0035] CEO card details 118: The Tech Savant, initial investment 119: $1100K, per round burn rate 120: $200 k; [0036] CEO card details 118: The Indie Game Guru, initial investment 119: $500K, per round burn rate 120: $100 k; [0037] CEO card details 118: The Marketing Mastermind, initial investment 119: $500K, per round burn rate 120: $100 k; [0038] CEO card details 118: The Financial Mogul, initial investment 119: $1100K, per round burn rate 120: $200 k; [0039] CEO card details 118: Chief Operating Officer, initial investment 119: $500K, per round burn rate 120: $100 k; [0040] CEO card details 118: The Creative Director, initial investment 119: $500K, per round burn rate 120: $100 k.

    [0041] FIG. 5 shows a variety of the genre icons and a specific card from market deck 114. The genre icons indicate the video game genre to be developed by the players of the present game. Specifically, genre indicates the subject matter and game play of the game to be developed by the players in the game. Genres include adventure 125, sports 121, action 124, sandbox 123, and horror 122. When either player one or player two have played a genre card, one of the two requirements for game launch have been met. The specifics of the use of genre cards will be outlined in more detail when game play is discussed below. Potential additional genres that may be released in the future include Racing, Shooter, Arcade, Puzzle, RPG. Potential additional studio locations include London, Tokyo, Dubai, Taipei, Cape Town, San Salvador.

    [0042] Cards from market deck 114 represent video game players. Username 126 is shown on the lower portion of the card. Genre 128 is displayed in the top left hand corner. When market cards are played, this is what determines what the general video game market populace enjoys playing. A genre icon is displayed on the reverse side of the example market card from market deck 114 is shown. This market card displays action as genre 128 and username 126 of StealthSniperX.

    [0043] FIG. 6 shows additional specific cards from the market deck 114 including: [0044] Genre 128: Action, username 126: ShadowGamer92; [0045] Genre 128: Action, username 126: StealthSniperX; [0046] Genre 128: Action, username 126: DigitalDaredevil; [0047] Genre 128: Sports, username 126: GameGenius42; [0048] Genre 128: Sports, username 126: GalaxyGladiator; [0049] Genre 128: Adventure, username 126: CosmicExplorer; [0050] Genre 128: Adventure, username 126: StumpStuff; [0051] Genre 128: Sandbox, username 126: EpicJourneyer; [0052] Genre 128: Sandbox, username 126: Dorklepuff; [0053] Genre 128: Sandbox, username 126: EnergeticExlorer; [0054] Genre 128: Sports, username 126: Retrogue; [0055] Genre 128: Horror, username 126: SpaceChicken; [0056] Genre 128: Horror, username 126: ALittleGuy404; [0057] Genre 128: Horror, username 126: McAstronaut; [0058] Genre 128: Adventure, username 126: PixelPirate.

    [0059] Potential additional genres that may be released in the future include Racing, Shooter, Arcade, Puzzle, RPG.

    [0060] FIG. 7 shows a specific card from gameplay feature deck 116. Gameplay feature cards from gameplay feature deck 116 represent features that can be found within video games. Gameplay feature cards have genre 128 located in the top left hand corner. Next to the genre symbols is the value 131 of the gameplay feature card. At the end of the game, sell these planned features as part of co-dev and earn more money. Each gameplay feature card also has an ability 132 that is triggered when played on the board.

    [0061] FIGS. 8-11 show all of the various gameplay cards from gameplay feature deck 116.

    [0062] FIG. 12 shows an example genre card from genre deck 108. Genre cards from genre deck include genre 128, ability 143 and dollar amount 144. Ability 143 allows each player to tailor their style during game play.

    [0063] FIG. 13 shows an example risk card from risk deck 145. Each risk card includes risk 146 which include negative, positive and neutral factors that may affect video game development.

    [0064] FIG. 14 shows studio cashflow statement 134 which includes two sections inflows 135 and outflows 136. In the inflows 136 section, each player records money received during game play. The section begins with a location to record Starting Capital which is determined from the specific card picked each player from the CEO & Studio deck 115. Inflow 135 also includes locations to record funds gathered during each round of game play and at the end of the game. Specifically, inflow 135 includes Benefit-Risk Cards values (calculated in round 2), Gameplay Feature Card abilities (calculated in round 1), Selling Features-Co-Dev work (calculated at the end of the game), Game Launch (calculated in round 3) and Pitching Investment (calculated in round 3)

    [0065] Similarly, outflows 136 includes locations to record funds that are expended during game play. Outflows 136 are Burn Rate (added in each round), Benefit-Risk Card Abilities (calculated in round 2) and Genre Card Abilities. Each of the rounds of game play described on the studio cashflow statement 134 are outlined in more detail below.

    [0066] FIG. 15 shows Game Pitch Template 137 of the present invention. On this form, the players, when they choose the optional feature of pitching their game to an investor, may document various questions about their game. Target audience 138 is a section devoted to documenting the target audience and players for the game. In this section, the player may include their target gamers and demographics such as age, gender, income, interests and others. Comparables 139 is a section for documenting other comparable video games. Total Addressable Market (TAM) 140 is the section for documenting the total addressable sales market for the game pitched. This number is calculated by using internet tools (such as artificial intelligence large language models like ChatGPT) to add up the total sales for the comparable games detailed in comparables 139. Lastly, investment worthy 141 section allows the player to write all the reasons their game should win the pitch including: 1) why it is the must play game of the year, 2) feature list that make it a great experience for the target audience in target audience 138.

    [0067] Once the players each fill in pitch game template 137, they each pitch their game to an independent artificial intelligence judge or a human judge in round 3 of game play outlined below. This pitch includes reviewing all the sections of the pitch game template 137. The judge determines the best pitch and the winner receives an additional cash inflow prize. Each player's Game Pitch may be judged either by 1) a computer running an artificial intelligence model that awards investment based on the pitch or 2) a third party human who judges the game pitch and awards investment.

    [0068] To begin game play, the game board 101 is setup for play. Each player chooses a name for their game studio, records it on their respective studio cashflow statement 134 and then rolls one die. The player with the highest number goes first in each round of game play. The CEO & Studio deck 115 is shuffled and the player one (the player playing first) chooses a card from the CEO & Studio deck 115. Player two (the player playing second) then chooses their card from the CEO & Studio deck 115. Each player records the initial investment 119 and burn rate 120 shown on their CEO & Studio card in the appropriate location of inflow and outflow sections of their studio cash flow statement 134. Gameplay feature deck 116, is shuffled and each player receives five cards. The player then places these five cards in their respective feature card area 103 or 110. The player who goes second then chooses two genre cards followed by the first player choosing two genre cards. The market deck 114 and risk deck 145 are shuffled. Play is ready to begin.

    [0069] Game play is broken up into three distinct rounds. Each player plays a round on their turn, starting with player one. Each round consists of the following steps: [0070] 1. Player chooses their action for that round. The potential actions will be described in more detail below. [0071] 2. The player may use any abilities from Risk cards, Benefit cards, CEO cards or Studio Location cards. [0072] 3. The player records the per round burn rate 120 from their card chosen from the CEO & Studio deck 115 in the outflows 136 section of their studio cash flow statement 134. [0073] 4. To complete their round, the player adjusts their studio cash flow statement 134 by recording the final amount in the location for that round.

    [0074] After player one completes their round, player two then may play their round.

    [0075] During round one, each player may choose one of four actions to play during the round: [0076] 1. Bulk Swap. The player may pay $250,000 to discard three, four or five cards from their hand and draw the same number from the gameplay feature deck 116. [0077] 2. Draw. Discard one feature gameplay deck 116 card from their section of the board. Roll a single die. Draw the number of cards displayed on the die from the gameplay feature deck 116. Choose one feature gameplay deck 116 card to replace the discarded card. The remaining feature gameplay deck 116 cards are placed on the Backburner. [0078] 3. CEO Abilities: Use the specific abilities shown in CEO card details 118. [0079] 4. Feature Swap: Player may replace a gameplay feature card displayed in feature card 110 or 103 area with a gameplay feature card from their hand. The replaced gameplay feature card is discarded.

    [0080] At the end of round one, each player deducts the per round burn rate 120 from their studio cash flow statement 134

    [0081] In round two, each player draws a benefit risk deck 105 card assesses the impact on their game studio or the other player's game studio. The steps of round two are: [0082] 1. Player one draws a card from benefit risk deck 105 card. Each card from benefit risk deck 105 includes a risk or benefit to their studio or player two's studio. This risk or benefit is assessed and recorded. [0083] 2. Player two draws a card from benefit risk deck 105 card. This risk or benefit is assessed and recorded.

    [0084] At the end of round two, each player deducts the per round burn rate 120 from their studio cash flow statement 134.

    [0085] The game has three total rounds and during round three, each player much launch their game. During round three, each player will present a game pitch to a judge to receive critic and investor feedback. The judge may be either 1) an artificial intelligence judge powered by a computer or 2) a human judge who reviews each pitch provides feedback.

    [0086] For a round three judged by an artificial intelligence investor, the game play steps are: [0087] 1. Determine Market Conditions. A set of up to three cards from market deck 114 are flipped over. During the first two rounds of game play, some cards from market deck 114 may have been flipped previously. Each of the cards from the market deck 114 include a genre 128 symbol. The genre 128 symbol displayed on each of the flipped market cards indicates the genres 128 sought by the current market. [0088] 2. Game Readiness. Each player determines a number of dice to roll in a later round. Each player starts with two dice and adds additional dice based on the number of matching genre 128 between their displayed gameplay feature cards and the three displayed cards from market deck 114. For example, if two gameplay feature cards display a genre 128 that matches the displayed market cards, that player will be allowed to roll two additional dice, for a total of four dice. [0089] 3. Game Pitch. Each player will prepare a game pitch based on the game pitch template discussed in reference to FIG. 15. Each player will answer the relevant questions on game pitch template 137 to prepare to present their game pitch to the investor, in this case an artificial intelligence investor. [0090] 4. Critic and Investor Feedback. Each player will input their prepared game pitch into a specific prompt drafted for a large language artificial intelligence model such as ChatGPT. The artificial intelligence model will return a score between 1 to 100 and additional investor funds ranging from $10,000 to $1,000,000 based on the formula score multiplied by $10,000. [0091] 5. Market Reception. Each player rolls the number of dice identified in Game Readiness above. The total number displayed on the dice is multiplied by $100,000 to calculate the launch revenue. [0092] 6. Launch Revenue. Each player adds the calculated launch revenue to their Studio Cashflow Statement 134, as discussed further in relation to FIG. 14. [0093] 7. Feature Co-Dev. Each player calculates the co-development value of each of their remaining gameplay feature cards by summing the total of value 131 shown on those cards. This total is added to the co-dev row on the respective player's Studio Cashflow Statement 134. [0094] 8. Domination. The player with the highest dollar amount total on their Studio Cashflow Statement 134 is the game winner.

    [0095] For a round three judged by an human investor, the game play steps are: [0096] 1. Determine Market Conditions. A set of up to three cards from market deck 114 are flipped over. During the first two rounds of game play, some cards from market deck 114 may have been flipped previously. Each of the cards from the market deck 114 include a genre 128 symbol. The genre 128 symbol displayed on each of the flipped market cards indicates the genres 128 sought by the current market. [0097] 2. Game Readiness. Each player determines a number of dice to roll in a later round. Each player starts with two dice and adds additional dice based on the number of matching genre 128 between their displayed gameplay feature cards and the three displayed cards from market deck 114. For example, if two gameplay feature cards display a genre 128 that matches the displayed market cards, that player will be allowed to roll two additional dice, for a total of four dice. [0098] 3. Game Pitch. Each player will prepare a game pitch based on the game pitch template discussed in reference to FIG. 15. Each player will answer the relevant questions on game pitch template 137 to prepare to present their game pitch to the investor, in this case an artificial intelligence investor. [0099] 4. Critic and Investor Feedback. Each player will present their prepared game pitch to the human investor. The investor will give each player a score of 1 to 100 and additional investor funds ranging from $10,000 to $1,000,000 based on the formula score multiplied by $10,000. [0100] 5. Market Reception. Each player rolls the number of dice identified in Game Readiness above. The total number displayed on the dice is multiplied by $100,000 to calculate the launch revenue. [0101] 6. Launch Revenue. Each player adds the calculated launch revenue to their Studio Cashflow Statement 134, as discussed further in relation to FIG. 14. [0102] 7. Feature Co-Dev. Each player calculates the co-development value of each of their remaining gameplay feature cards by summing the total of value 131 shown on those cards. This total is added to the co-dev row on the respective player's Studio Cashflow Statement 134. [0103] 8. Domination. The player with the highest dollar amount total on their Studio Cashflow Statement 134 is the game winner.

    [0104] Although the present invention has been described in relation to the above disclosed preferred embodiment, many modifications in design, implementation, systems and execution are possible while still maintaining the novel features and advantages of the invention. The preferred embodiment is not meant to limit the scope of the patent in any way, and it should be given the broadest possible interpretation consistent with the language of the disclosure on the whole.