In the business of video games, intellectual property is critical to success, and Patents, Copyrights, and Trademarks are the bricks with which your IP portfolio is built. The Patent Arcade is the web’s primary resource for video game IP law, news, cases, and commentary.


Blizzard Entertainment has filed a patent application, pending U.S. Patent Application 2025/0124631, that discusses the technology behind fitting three-dimensional digital items like armor and clothing to different character models. This feature directly affects how characters may look in World of Warcraft and potentially other Blizzard titles.





World of Warcraft is home to dozens of playable races, from Humans and Orcs to Pandaren and Draenei. Each race has unique proportions, and both genders of each race often have separate models with very different proportions. Armor sets, helmets, and other cosmetic items must scale seamlessly across all these variations. Historically, this meant manual adjustments by artists (a process that grew exponentially more complex as new races, genders, or armor sets were added).





Blizzard’s patent application addresses this exact challenge by introducing a machine learning system that automates the fitting of digital items to multiple character models. The machine learning system learns from a set of manually fitted examples, called base transforms, which define how a 3D item fits one character model versus another. For example, a helmet designed for a Human male may be used as a reference to generate a properly scaled version for a Tauren female.













When a new 3D item is created for a “first” character model, the system computes the necessary transformations to adapt it to a “second” character model. This includes adjusting shape, size, and unique characteristics of the second model.

The system also addresses common issues like clipping (where parts of the item intersect unnaturally with the character’s body) and enforces local symmetry. It can reposition vertices, enforce symmetry planes, and ensure textures align correctly. Some claims describe a system where multiple output variations can be displayed for a player or artist to select the best fit, allowing for subtle artistic decisions while still benefiting from automation.





For players, this patent could directly impact cosmetic and transmog experiences. Armor and cosmetic items are more likely to fit flawlessly across all races and genders. New races or character models can be added without massive delays in item availability. Items retain their intended aesthetic details, so even elaborate sets can look polished on every character. This technology could also extend to mounts, pets, and other in-game items that must scale dynamically.





 





Illustrative Claim:





9. A system comprising:





one or more processors; and





a memory storing instructions that, when executed by the one or more processors, cause performance of:





generating a convex hull for at least a portion of a character model corresponding to a three-dimensional digital object;





affixing the three-dimensional digital object to the convex hull;





identifying a first clipped vertex from a plurality of vertices of the three-dimensional digital object;





identifying one or more neighboring vertices of the first clipped vertex from the plurality of vertices of the three-dimensional digital object;





repositioning the first clipped vertex to a nearest point on a surface of the convex hull; and





repositioning individual neighboring vertices of the one or more neighboring vertices based at least in part on the repositioning of the first clipped vertex.





 



Mobile devices can be handy, but their small screens can make certain kinds of games difficult to play.  Recognizing this issue, U.S. Pat. No. 10,646,773, assigned to KingsIsle Entertainment (known for Wizard101 and Pirate101), breaks puzzles into “chunks” (subsets of interconnected pieces) to optimize gameplay on smaller screens.





Players select a starting piece, and the game identifies a corresponding chunk of pieces. Only this chunk is actively presented for solving, making large puzzles manageable on devices from smartphones to tablets.









Pieces for the chunk appear in a “hand” area. Some pieces are deliberately duds (pieces that don’t fit), challenging players to identify and discard them. This adds a layer of strategy and skill to what could otherwise be a purely visual task.





The patent assigns points not only for correct placement but also based on accuracy and the path taken to place pieces. Even the act of discarding duds can earn points, rewarding thoughtful play.









Completed chunks are placed into a puzzle frame, and the process repeats until the puzzle is finished. Optional power-ups, including slot machine-style bonuses, enhance the game and reward speed and accuracy.





Illustrative Claim:





1. A computerized method executed by one or more processors for providing a puzzle game, the method comprising:





identifying a puzzle for use in a jigsaw puzzle application, the puzzle comprising a set of puzzle pieces which combine to form a complete puzzle image, each of the puzzle pieces illustrating a portion of the complete puzzle image;





dividing the identified puzzle into a plurality of chunks, each chunk of the plurality of chunks associated with a particular subset set of pieces from the set of puzzle pieces, where the particular subset of pieces associated with a particular chunk are mutually exclusive from other subsets of pieces associated with each of the other chunks, where the particular subset of pieces of each chunk are interconnected, and wherein the plurality of chunks combine to form the complete puzzle image;





presenting the identified puzzle to a player via a user interface, the presented puzzle illustrating the set of puzzle pieces, where presenting includes prompting, via the user interface, the player to select a particular piece from the set of puzzle pieces as a starting piece;





in response to receiving selection of a particular piece by the player via the user interface, identifying a chunk from the subset of chunks associated with and including the particular piece;





presenting, via the user interface, a chunk interface area for solving the identified chunk associated with and including the particular piece, where the chunk interface area includes a solution area for solving the identified chunk and a player hand area for providing potential pieces for solving the identified chunk, wherein presenting the chunk interface area includes replacing the presentation of the identified puzzle with the chunk interface area in the user interface, and wherein upon initial presentation of the chunk interface, the solution area includes the selected piece and the player hand area includes the remaining pieces associated with and used to complete the chunk;





identifying, via the user interface, a user input selection of a particular one of the potential pieces from the player hand area; and





monitoring a user input-based placement of the particular potential piece at a location within the chunk interface area.



Ubisoft’s popular Just Dance franchise has evolved beyond console-bound gameplay, thanks to innovations like Just Dance Now, which lets users dance along to choreographed routines using only a smartphone and a screen. Issued patent U.S. Pat. No. 9,782,670 helps explain how the experience is delivered, even when players don’t have the full game pre-installed. The patent outlines a system for cloud-based participation in interactive events, most notably dance games, by leveraging multiple personal devices and a real-time feedback infrastructure.





One of the cool features of the ’670 Patent is that it allows users to join a dance session on demand. When a player requests to participate, the system can transmit the necessary executable code to their device, enabling the game to launch without prior installation. The delivery of game logic supports a flexible model for interactive content, meant for quick, on-the-go access via smartphones or tablets.





Another interesting feature of the patent is the program's ability to collect and analyze input from multiple personal devices. For instance, a smartphone may serve as the motion-tracking controller using built-in accelerometers, while a second device, like a smartwatch or microphone-equipped accessory, captures additional data or records video or audio. The system can then use this sensor data to generate a performance score and even share recorded clips back to the player or across devices.













The patent describes scenarios where these interactive events include multiplayer environments, referred to as “dance rooms.” Players from different locations can compete in real-time, receive feedback, and view live or asynchronous leaderboards. For IP professionals and game developers alike, this patent provides a glimpse into how dance gaming went mobile without missing a beat!





Illustrative Claim:






1. A non-transitory computer readable storage medium with an executable program stored thereon for participating in an interactive event, wherein the program instructs a processing element to perform the following steps:
receiving a request sent by at least one client device for participating in an interactive event,
wherein the client device does not have executable code for the interactive event when the request is sent;
responsive to the request, transmitting executable code for the interactive event to the at least one client device to allow the interactive event to be shown on a display;
receiving feedback related to a performance from at least one first personal input from a first input device and from at least one second personal input from a second input device, wherein the feedback is in the form of sensor data or a score,
wherein the first input device is distinct from the second input device,
wherein at least one of the first input device and the second input device is associated with the client device;
receiving a recording from the at least one second personal input,
wherein the recording is captured from a sensor located on the at least one second personal input; and
transmitting the recording to the at least one client device to be shown on the display.










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