US 11,890,548 B1
Crowd-sourced esports stream production
Victoria Walker, San Mateo, CA (US); Morgan Fryer-McCulloch, San Mateo, CA (US); Brielle Powell, San Mateo, CA (US); Olga Rudi, San Mateo, CA (US); Steven Osman, San Mateo, CA (US); Angela Bartolome, San Mateo, CA (US); and Charles McCoy, San Mateo, CA (US)
Assigned to SONY INTERACTIVE ENTERTAINMENT LLC, San Mateo, CA (US); and SONY INTERACTIVE ENTERTAINMENT INC., Tokyo (JP)
Filed by SONY INTERACTIVE ENTERTAINMENT LLC, San Mateo, CA (US); and SONY INTERACTIVE ENTERTAINMENT INC., Tokyo (JP)
Filed on Jul. 21, 2022, as Appl. No. 17/870,652.
Int. Cl. A63F 13/86 (2014.01); A63F 13/355 (2014.01); A63F 13/79 (2014.01)
CPC A63F 13/86 (2014.09) [A63F 13/355 (2014.09); A63F 13/79 (2014.09); A63F 2300/535 (2013.01); A63F 2300/538 (2013.01); A63F 2300/5546 (2013.01); A63F 2300/577 (2013.01)] 19 Claims
OG exemplary drawing
 
1. A computer-implemented method for crowd-sourcing content for esports stream production, the method comprising:
generating a virtual environment associated with an interactive session that includes a plurality of spectator devices, wherein each of the spectator devices is presented with a different display based on a corresponding vantage point located within the virtual environment;
receiving a plurality of media captures from the spectator devices, wherein each of the media captures is captured from the corresponding vantage point associated with the spectator device within the virtual environment;
selecting one of the media captures based on a comparison of visibility of an asset in the virtual environment; and
streaming the selected media capture to a requesting device, wherein the streamed media capture is displayed on a primary display of the requesting device.