U.S. Pat. No. 10,335,690
Automatic Video Game Highlight Reel
AssigneeMicrosoft Technology Licensing, LLC
Issue DateSeptember 16, 2016
Illustrative Figure
Abstract
In one example, a gaming platform may use a variety of protocols to identify video game events for inclusion in a highlight reel. The gaming platform may store a highlight criterion for a video game to mark a highlight event in the video game. The gaming platform may play a video game session of the video game. The gaming platform may identify a video game event in the video game session that matches the highlight criterion. The gaming platform may trigger an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session. The gaming platform may present the video game session to a player.
Description
DETAILED DESCRIPTION Examples are discussed in detail below. While specific implementations are discussed, it should be understood that this is done for illustration purposes only. A person skilled in the relevant art will recognize that other components and configurations may be used without parting from the spirit and scope of the subject matter of this disclosure. The implementations may be a video game recording system, a computing device, or a machine-implemented method. In one example, a gaming platform may use a variety of protocols to identify video game events for inclusion in a highlight reel. The gaming platform may store a highlight criterion for a video game to mark a highlight event in the video game. The gaming platform may play a video game session of the video game. The gaming platform may identify a video game event in the video game session that matches the highlight criterion. The gaming platform may trigger an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session. The gaming platform may present the video game session to a player. Players streaming or recording video games may record many hours of footage. In order to entice more viewers, a player may make a highlight reel of the most exciting segments. Sifting through the available footage may result in a significant expenditure by the player of time that may be better spent playing the video game. In order to create an automatic highlight reel, the gaming platform may automatically identify interesting segments. The gaming platform may use multiple approaches to identify interesting video game events. A game developer may access an application programming interface to flag a section of game footage as interesting in real time in order ...
DETAILED DESCRIPTION
Examples are discussed in detail below. While specific implementations are discussed, it should be understood that this is done for illustration purposes only. A person skilled in the relevant art will recognize that other components and configurations may be used without parting from the spirit and scope of the subject matter of this disclosure. The implementations may be a video game recording system, a computing device, or a machine-implemented method.
In one example, a gaming platform may use a variety of protocols to identify video game events for inclusion in a highlight reel. The gaming platform may store a highlight criterion for a video game to mark a highlight event in the video game. The gaming platform may play a video game session of the video game. The gaming platform may identify a video game event in the video game session that matches the highlight criterion. The gaming platform may trigger an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session. The gaming platform may present the video game session to a player.
Players streaming or recording video games may record many hours of footage. In order to entice more viewers, a player may make a highlight reel of the most exciting segments. Sifting through the available footage may result in a significant expenditure by the player of time that may be better spent playing the video game.
In order to create an automatic highlight reel, the gaming platform may automatically identify interesting segments. The gaming platform may use multiple approaches to identify interesting video game events. A game developer may access an application programming interface to flag a section of game footage as interesting in real time in order to facilitate highlighting that section of the recording later. For example, in League of LegendsĀ®, the gaming platform may call an application programming interface to list the time since the beginning of the first kill to highlight from that time until the present.
Additionally, streaming a video game session may provide an alternative metric for identifying highlight events. The gaming platform may use metadata describing actions of a video game audience device set indicating audience interaction with a game session stream of the game to identify highlight events. The gaming platform may quantify audience interaction using the number of comments posted per a set period of time on a comment module or on social media using a game session stream identifier. Further, often the player may record the reactions of the player to the game to accompany any game stream. The gaming platform may analyze the actions and facial expressions of the player in the recording to identify highlight events.
The gaming platform may leverage new technologies for user input to infer gaming events of importance to the player, such as gesture capture technology. In gesture capture technology, the gaming platform may monitor the physical actions of the user to determine the responsive actions of the avatar of the player in the game environment. Additionally, voice commands and comments of the user during the game may be used to determine levels of player excitement. The gaming platform may quantify player excitement using a biometric characteristic captured from a biometric input to the user interface to determine video game events of interest. A biometric input is an input that includes an identifying characteristic based on a biological feature of the user.
FIG. 1illustrates, in a block diagram, one example of a gaming network. A game platform110may execute an interactive video game112for a player. The game platform110may be a desktop computer, a game console, a smart phone, a tablet, a smart watch, or other computing device capable of executing an interactive video game112. The game platform110may connect to a game service120via a data network connection130. The game service120may be one or more servers executing a game source122. The data network connection130may be an internet connection, a wide area network connection, a local area network connection, a mobile telephone network, or other type of data network connection. The game platform110may download the interactive video game112from the game source122. Further, the game source122may allow the game platform to play a multiplayer game across the data network connection130.
The game platform110may execute a stream source114to access a streaming server140executing a streaming host142. The streaming host142may connect to a video game audience member device150of the video game audience device set executing a streaming receiver152. The streaming source114may broadcast the video game112to the video game audience member device150as a game stream154. The streaming receiver152may present the game stream154to the audience member. The streaming receiver152may provide a communication panel156to allow the audience member to provide comments on the game stream154.
The streaming server140may execute a monitor application module144to gauge the reaction of the audience member to the performance of the video game112. The monitor application module144may measure the number of communications associated with the game stream154. For example, the monitor application module144may tally the number of comments an audience member posts in a communication panel156in a given period.
FIG. 2illustrates a block diagram of an exemplary computing device200which may be configured to act as a video game recording system. The computing device200may combine one or more of hardware, software, firmware, and system-on-a-chip technology to implement a video game recording system. The computing device200may include a bus210, a processing core220, a memory230, a data storage240, an input device250, an output device260, and a communication interface270. The bus210, or other component interconnection, may permit communication among the components of the computing device200.
The processing core220may include at least one conventional processor or microprocessor that interprets and executes a set of instructions. The processing core220may play a video game session of a video game. The processing core220may identify a video game event in the video game session that matches a highlight criterion. The processing core220may trigger an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session. The processing core220may collect the highlight event from a recording of the video game session.
The processing core220may assign a relevancy rating to the highlight event based on the highlight criterion. The processing core220may set a reel threshold for the highlight reel based on at least one of a reel length and an event quantity of the highlight reel. The processing core220may compare the relevancy rating for the highlight event to the reel threshold for the highlight reel. The processing core220may discard an event recording of the highlight event based on a relevancy rating for the highlight event.
The processing core220may compare an audience interaction level for a video game stream of the video game session to an event threshold. The processing core220may mark the video game event as the highlight event for inclusion in the highlight reel presenting highlight events from the video game session based on an event threshold. The processing core220may set the relevancy rating for the highlight event based on an audience interaction level from a video game audience with a video game stream of the video game session. The processing core220may record a player interaction with the video game session. The processing core220may prioritize an explicit highlight event for inclusion in the highlight reel.
The memory230may be a random access memory (RAM) or another type of dynamic data storage that stores information and instructions for execution by the processing core220. The memory230may also store temporary variables or other intermediate information used during execution of instructions by the processing core220. The memory230may store a highlight criterion for a video game to mark a highlight event in the video game. The highlight criterion may identify at least one of a highlight start point and a highlight endpoint. The memory230may store a recording of the video game session. The memory230may record the highlight event according to the highlight criterion during the video game session. The memory230may record a player interaction with the video game session.
The data storage240may include a conventional ROM device or another type of static data storage that stores static information and instructions for the processing core220. The data storage240may include any type of tangible machine-readable medium, such as, for example, magnetic or optical recording media, such as a digital video disk, and its corresponding drive. A tangible machine-readable medium is a physical medium storing machine-readable code or instructions, as opposed to a signal. Having instructions stored on computer-readable media as described herein is distinguishable from having instructions propagated or transmitted, as the propagation transfers the instructions, versus stores the instructions such as can occur with a computer-readable medium having instructions stored thereon. Therefore, unless otherwise noted, references to computer-readable media/medium having instructions stored thereon, in this or an analogous form, references tangible media on which data may be stored or retained. The data storage240may store a set of instructions detailing a method that when executed by one or more processors cause the one or more processors to perform the method. The data storage240may also be a database or a database interface for storing a highlight criterion.
The input device250may include one or more conventional mechanisms that permit a user to input information to the computing device200, such as a keyboard, a mouse, a voice recognition device, a microphone, a headset, a touch screen252, a touch pad254, a gesture recognition device256, etc. The input device250may monitor a biometric characteristic of a player interaction to determine a player excitement level to set a relevancy rating for the highlight event. The input device250may receive a highlight input, such as a start highlight input or an end highlight input, to mark the video game event as an explicit highlight event for inclusion in the highlight reel. The output device260may include one or more conventional mechanisms that output information to the user, including a display screen262, a printer, one or more speakers264, a headset, a vibrator, or a medium, such as a memory, or a magnetic or optical disk and a corresponding disk drive. The output device250may present the video game session to a player.
The communication interface270may include any transceiver-like mechanism that enables computing device200to communicate with other devices or networks. The communication interface270may include a network interface or a transceiver interface. The communication interface270may be a wireless, wired, or optical interface. The communication interface270may access a game service and to stream the video game session to a video game audience device set.
The computing device200may perform such functions in response to processing core220executing sequences of instructions contained in a computer-readable medium, such as, for example, the memory230, a magnetic disk, or an optical disk. Such instructions may be read into the memory230from another computer-readable medium, such as the data storage240, or from a separate device via the communication interface260.
FIG. 3illustrates, in a block diagram, one example of a video game control300. The video game control300may be a virtual control presented on a touchscreen or a physical control, such as a gamepad. The video game control300may have an action input panel310to interact with a gaming environment of the game. The action input panel310may have a directional control312used to directionally move a gamer avatar representing the player in the gaming environment, such as a joystick or a touchpad. The action input panel310may have an action button314, either physical or virtual, to direct the gamer avatar to perform a game-specific action.
The video game control300may have a streaming panel320to live stream a video game session to a video game audience device set. The streaming panel320may have a broadcast input322to broadcast the live stream to an unrestricted audience. The streaming panel320may have a directed input324to transmit the live stream to a specific video game audience member device.
The video game control300may have a recorder panel330to selectively record a video game session. The recorder panel330may have a proscriptive recording input332to place the game in proscriptive recording mode. In proscriptive recording mode, the video game platform may begin recording a video game event in the video game session upon activation of a hot key334. The recorder panel330may have a reactive recording input336to place the game in reactive recording mode. In reactive recording mode, the video game platform may to keep a running recording of a video game session in a buffer. Upon activation of the hot key334, the video game platform may retain a preset amount of the running recording.
The video game control300may have a highlight reel panel340to automatically generate a highlight reel for the video game session. The highlight reel panel340may have a length input342to select highlights for the highlight reel based on the length of the highlight reel. The highlight reel panel340may have an amount input342to select the highlights for the highlight reel based on the number of highlights.
FIG. 4illustrates, in a block diagram, one example of generating a highlight reel400. A player may play a video game for a video game session410. The video game platform may record the video game session410, producing a raw recording420of a series of events422. The video game platform may divide the events422of the raw recording420into highlights424and chaff426. A highlight424is an event422that the player wants to show to other users. Chaff426is an event422that the player is uninterested in showing. The video game platform may distill the raw recording420to a highlight reel430having highlights432without the chaff426.
FIG. 5illustrates, in a block diagram, one example of a game event record500. The game event record500may describe a highlight recorded from the video game session. The game event record500may have a session identifier510identifying the video game session during which the video game platform recorded the highlight. The game event record500may have a metadata field520describing the highlight. The metadata field520may have a start time522describing the start of the highlight relative to the video game session. The metadata field520may have an end time524describing the end of the highlight relative to the video game session. The game event record500may store a clip530representing the highlight.
The game event record500may associate a relevancy field540with the clip530of the highlight describing the relevancy of the highlight to the player. The relevancy field540may have a rating field542assigning a numerical value for the relevancy of the highlight. The relevancy field540may have a type field that describes the protocol for determining the rating field542, such as by a developer defined application programming interface, a streaming audience reaction, or a biometric response from the user. The game event record500may have a user flag to indicate a highlight explicitly selected by the player, and thus given a higher priority over the other highlights.
FIG. 6illustrates, in a block diagram, one example of a highlight criterion600. The highlight criterion600may have a game identifier610indicating the game covered by the highlight criterion600. The highlight criterion600may have one or more highlight parameters620describing a game event designated as a potential highlight event by the game developer. The highlight parameter620may have a start characteristic field622describing an in-game situation that may identify the start point of a highlight event. The highlight parameter620may have an end characteristic field624describing an in-game situation that may identify the end point of a highlight event. A single start characteristic field622may be associated with multiple potential end characteristic fields624. The highlight parameter620may have a length field626describing an upper bound on the length of a highlight event. The highlight criterion600may have an application programming interface (API) field630identifying the application programming interface that the video game is to call to mark the identified highlight event. The highlight criterion600may have a relevancy rating640assigning a comparative value to the highlight event for comparison with other highlight events. Each potential end characteristic field624may result in a different relevancy rating640.
The gaming platform may collect highlight events retroactively or proscriptively. In a retroactive collection, the gaming platform may record a significant portion of a video game session and collects the highlight events from the session at a later date. The gaming platform may still mark the highlight events in real time.FIG. 7illustrates, in a flowchart, one example of a method700of recording a video game session. The gaming platform may download a video game from a game server (Block702). The gaming platform may generate a player profile identifying the player to the game server (Block704). The gaming platform may connect to a game server to play a single player or multiplayer game session (Block706). The gaming platform may execute a video game session for a player (Block708). If the player provides a stream input to the gaming platform indicating to stream his video game session (Block710), the gaming platform may use the player profile to connect to a streaming server (Block712). The gaming platform may stream the video game session to a video game audience device set (Block714).
If the player provides a record input to the gaming platform to record his video game session (Block716), the gaming platform may record the video game session (Block718). The gaming platform may store a recording of the video game session (Block720). If the gaming platform identifies a video game event in the video game session as a highlight event (Block722), the gaming platform may mark the video game event as a highlight event for potential inclusion in highlight reel (Block724). The gaming platform may collect the highlight event from the recording of the video game session (Block726). The gaming platform may store a recording of the highlight event (Block728).
In a proscriptive collection, the gaming platform may record the highlight events in real time, while still maintaining the ability to discard some highlight events in favor of others.FIG. 8illustrates, in a flowchart, one example of a method800of recording a video game event at runtime. The gaming platform may download a video game from a game server (Block802). The gaming platform may generate a player profile identifying the player to the game server (Block804). The gaming platform may connect to a game server to play a single player or multiplayer game session (Block806). The gaming platform may execute a video game session for a player (Block808). The gaming platform may buffer a recording of the video game session for retrieval upon identification of a highlight event (Block810). If the player provides a stream input to the gaming platform to stream his video game session (812), the gaming platform may use the player profile to connect to a streaming server (Block814). The gaming platform may stream the video game session to a video game audience device set (Block816). If the gaming platform identifies a video game event in the video game session as a highlight event (Block818), the gaming platform may record the highlight event during the video game session (Block820). The gaming platform may store a recording of the highlight event (Block822).
FIG. 9illustrates, in a flowchart, one example of a method900of identifying a video game event based on a highlight criterion. The gaming platform may store a highlight criterion for a video game to mark a highlight event in the video game (Block902). The gaming platform may read a start point condition identified in the highlight criterion (Block904). The gaming platform may monitor a video game session for a video game (Block906).
If the gaming platform identifies an in-game situation that matches the start characteristic described in the highlight criterion (Block908), the gaming platform may trigger an application programming interface to mark a video game event as a highlight event for inclusion in a highlight reel (Block910). The gaming platform may mark the start of the video game event as a start point of a highlight event (Block912). The gaming platform may identify an in-game situation that matches an end characteristic described in the highlight criterion (Block914). The gaming platform mark the end of the video game event as an end point of a highlight event (Block916).
The gaming platform may identify the video game event in the video game session that matches the highlight criterion as a highlight event (Block918). The gaming platform may preserve the highlight event for inclusion in a highlight reel (Block920). The gaming platform may assign a relevancy rating to the highlight event based on the highlight criterion (Block922).
Additionally, the gaming platform may diagnose an audience response to a video game event to select a video game highlight.FIG. 10illustrates, in a flowchart, one example of a method1000of live streaming a video game session. The streaming server may receive a video game stream from the gaming platform (Block1002). The streaming server may broadcast the video game stream to a video game audience device set (Block1004). The streaming server may measure an audience interaction level from a video game audience device set with a video game stream of the video game session (Block1006). The streaming server may generate a real-time interaction report describing the audience interaction level (Block1008). The real-time interaction report may be a full report or a signal indicating a value representing the audience interaction level. The streaming server may send the real-time interaction report to the gaming platform (Block1010).
FIG. 11illustrates, in a line graph, one example of a measurement of audience interaction. The streaming server or the gaming platform may measure the audience interaction level1110based on the number of comments posted to the video game stream. Additionally, the streaming server may monitor various social media platforms to measure audience enthusiasm. For example, the video game stream may have an identifier that an audience member may incorporate as a hashtag with a posting on social media.
The gaming platform may determine an audience interaction level1110as a function of time. The gaming platform may compare the audience interaction level1110to an event threshold1120. When the audience interaction level1110rises above the event threshold1120, the gaming platform may identify a highlight start point1130in the video game session. When the audience interaction level1110falls below the event threshold1120, the gaming platform may identify a highlight endpoint1140in the video game session.
FIG. 12illustrates, in a flowchart, one example of a method1200of identifying a video game event based on audience interaction. The gaming platform may monitor a video game session for a video game (Block1202). The gaming platform may stream a video game session to a video game audience device set (Block1204). The gaming platform may receive a real-time interaction report describing the audience interaction level (Block1206). The gaming platform may measure an audience interaction level from the video game audience device set describing an audience response to a video game event of the video game session (Block1208). The gaming platform may assign an audience interaction value to the highlight event based on the audience interaction level (Block1210).
The gaming platform may compare the audience interaction value representing the audience interaction level to an event threshold (Block1212). If the audience interaction value is greater than an event threshold (Block1214), the gaming platform may mark a highlight start point when the audience interaction value representing the audience interaction level is greater than the event threshold (Block1216). The gaming platform may mark a highlight end point when the audience interaction value representing the audience interaction level is less than an audience interaction threshold (Block1218). The gaming platform may mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session based on the audience interaction level (Block1220). The gaming platform may assign a relevancy rating to the highlight event based on the audience interaction level, such as averaging the audience interaction value when above the event threshold (Block1222). The gaming platform may preserve the highlight event for inclusion in a highlight reel (Block1224).
Additionally, the gaming platform may measure the player interaction level to identify a highlight event.FIG. 13illustrates, in a flowchart, one example of a method1300of identifying a video game event based on a biometric reaction of the player. The gaming platform may monitor a video game session for a video game (Block1302). The gaming platform may monitor a biometric input from the player during the video game session using a video camera, a biometric sensor, or a gesture recognition device (Block1304). The gaming platform may record the biometric input entered into the video game session (Block1306). The gaming platform may identify a biometric characteristic of a player interaction to determine a player excitement level to set an excitement value for the highlight event (Block1308). The gaming platform generate a player excitement value representing the player excitement (Block1310).
The gaming platform may compare the player excitement value to an event threshold (Block1312). If the player excitement value is greater than an event threshold (Block1314), the gaming platform may mark a highlight start point when the player excitement value is greater than an event threshold (Block1316). The gaming platform may mark a highlight end point when the player excitement value is less than an audience interaction threshold (Block1318). The gaming platform may mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session based on the player excitement (Block1320). The gaming platform may assign a relevancy rating to the highlight event based on the player excitement, such as averaging the player excitement value when above the event threshold (Block1322). The gaming platform may preserve the highlight event for inclusion in a highlight reel (Block1324).
Additionally, the gaming platform may identify a highlight event based on a player pressing a hot key to indicate the user indicates the video game event is a highlight event.FIG. 14illustrates, in a flowchart, one example of a method1400of identifying a video game event explicitly marked by the player. The gaming platform may monitor a video game session for a video game (Block1402). If the gaming platform receives a start highlight input to mark the video game event as an explicit highlight event for inclusion in the highlight reel (Block1404), the gaming platform may mark a highlight start point in response to the start highlight input (Block1406). The gaming platform may receive a stop highlight input indicating that the explicit highlight event has completed (Block1408). The gaming platform may mark a highlight end point in response to a stop highlight input (Block1410). The gaming platform may identify the video game event as an explicit highlight event for inclusion in a highlight reel based on the highlight input (Block1412). The gaming platform may preserve the explicit highlight event for inclusion in a highlight reel (Block1414). The gaming platform may prioritize an explicit highlight event for inclusion in the highlight reel (Block1416).
FIG. 15illustrates, in a flowchart, one example of a method1500of generating a highlight reel for the video game session. The gaming platform may receive a reel criterion from a user describing at least one of a reel length or an event quantity describing the number of highlights of the highlight reel (Block1502). The gaming platform may set a reel threshold for the highlight reel based on at least one of a reel length and an event quantity of the highlight reel (Block1504). The gaming platform may weight a relevancy rating for a highlight event based on the selection protocol, such as user selection, player excitement, audience interaction, or highlight criterion (Block1506). The gaming platform may compare the relevancy rating for the highlight event to a reel threshold for the highlight reel (Block1508). If the relevancy rating is above the reel threshold (Block1510), the gaming platform may add an event recording of the highlight event based on a relevancy rating for the highlight event (Block1512). If the relevancy rating is below the reel threshold (Block1510), the gaming platform may discard an event recording of the highlight event based on a relevancy rating for the highlight event (Block1514). The gaming platform may generate a highlight reel based on the selected highlight events (Block1516). The gaming platform may present the highlight reel to the player for review (Block1518). The gaming platform may stream the highlight reel to the video game audience device set (Block1520).
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms for implementing the claims.
Examples within the scope of the present invention may also include computer-readable storage media for carrying or having computer-executable instructions or data structures stored thereon. Such computer-readable storage media may be any available media that can be accessed by a general purpose or special purpose computer. By way of example, and not limitation, such computer-readable storage media can comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic data storages, or any other medium which can be used to store desired program code means in the form of computer-executable instructions or data structures, as opposed to propagating media such as a signal or carrier wave. Computer-readable storage media explicitly does not refer to such propagating media. Combinations of the above should also be included within the scope of the computer-readable storage media.
Examples may also be practiced in distributed computing environments where tasks are performed by local and remote processing devices that are linked (either by hardwired links, wireless links, or by a combination thereof) through a communications network.
Computer-executable instructions include, for example, instructions and data which cause a general purpose computer, special purpose computer, or special purpose processing device to perform a certain function or group of functions. Computer-executable instructions also include program modules that are executed by computers in stand-alone or network environments. Generally, program modules include routines, programs, objects, components, and data structures, etc. that perform particular tasks or implement particular abstract data types. Computer-executable instructions, associated data structures, and program modules represent examples of the program code means for executing steps of the methods disclosed herein. The particular sequence of such executable instructions or associated data structures represents examples of corresponding acts for implementing the functions described in such steps.
Although the above description may contain specific details, they should not be construed as limiting the claims in any way. Other configurations of the described examples are part of the scope of the disclosure. For example, the principles of the disclosure may be applied to each individual user where each user may individually deploy such a system. This enables each user to utilize the benefits of the disclosure even if any one of a large number of possible applications do not use the functionality described herein. Multiple instances of electronic devices each may process the content in various possible ways. Implementations are not necessarily in one system used by all end users. Accordingly, the appended claims and their legal equivalents should only define the invention, rather than any specific examples given.
Claims
- A video game recording system, comprising: memory configured to store a highlight criterion for a video game to mark a highlight event in the video game;a processing core having at least one processor configured to: execute a gaming platform to play the video game in a video game session, identify a video game event in the video game session that matches the highlight criterion, wherein identifying the video game event comprises: recording a biometric input entered into the video game session for a player interacting with the video game during the video game session, wherein said biometric input for the player is provided using a video camera, biometric sensor or gesture recognition device utilized by the player for the video game session, identifying a biometric characteristic of the player interacting with the video game during the video game session interaction to determine a player excitement level, and comparing the player excitement level to an event threshold to determine that the highlight criterion is satisfied, and trigger an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session;and an output device configured to present the video game session to a player.
- The video game recording system of claim 1 , wherein the highlight criterion identifies at least one of a highlight start point and a highlight endpoint.
- The video game recording system of claim 1 , wherein the memory is further configured to store a recording of the video game session.
- The video game recording system of claim 1 , wherein the processing core is further configured to collect the highlight event from a recording of the video game session.
- The video game recording system of claim 1 , wherein the memory is further configured to record the highlight event according to the highlight criterion during the video game session.
- The video game recording system of claim 1 , wherein the processing core is further configured to assign a relevancy rating to the highlight event based on the highlight criterion.
- The video game recording system of claim 1 , wherein the processing core is further configured to set a reel threshold for the highlight reel based on at least one of a reel length and an event quantity of the highlight reel.
- The video game recording system of claim 1 , wherein the processing core is further configured to compare a relevancy rating for the highlight event to a reel threshold for the highlight reel.
- The video game recording system of claim 1 , wherein the processing core is further configured to discard an event recording of the highlight event based on a relevancy rating for the highlight event.
- The video game recording system of claim 1 , further comprising: a communication interface configured to stream the video game session to a video game audience device set.
- The video game recording system of claim 1 , further comprising: an input device configured to receive a highlight input to mark the video game event as an explicit highlight event for inclusion in the highlight reel.
- The video game recording system of claim 1 , wherein the processing core is further configured to prioritize an explicit highlight event for inclusion in the highlight reel.
- A computing device, having a memory to store a series of instructions that are executed by at least one processor to implement a video game recorder, the computing device configured to monitor a video game session for a video game executed on a video game platform;stream the video game session to a video game audience device set;measure an audience interaction level from the video game audience device set describing an audience response to a video game event of the video game session, wherein the audience interaction level is determined by measuring at least one of the following during a given time period within which the video game event occurs: the number of comments to a video game stream for the video game session or social media platform activity that is associated with the video game stream for the video game session;and mark the video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session based on the audience interaction level, wherein marking the video game event comprises: comparing the audience interaction level to an event threshold, marking a highlight start point when the audience interaction level exceeds an audience interaction threshold, and marking a highlight end point when the audience interaction level is less than an audience interaction threshold.
- The computing device of claim 13 , wherein the computing device is further configured to assign a relevancy rating to the highlight event based on the audience interaction level.
- The computing device of claim 13 , wherein the computing device is further configured to discard an event recording of the highlight event based on a relevancy rating for the highlight event.
- A machine-implemented method, comprising: monitoring a video game session for a video game executed on a video game platform;recording a biometric input entered into the video game session for a player interacting with the video game during the video game session, wherein said biometric input for the player is provided using a video camera, biometric sensor or gesture recognition device utilized by the player for the video game session;identifying a biometric characteristic of the player interacting with the video game during the video game session to determine a player excitement level;and marking a video game event as a highlight event for inclusion in a highlight reel presenting highlight events from the video game session based on the player excitement level, wherein marking the video game event comprises: marking a highlight start point when the player excitement level exceeds a player excitement threshold, and marking a highlight end point when at least one of the following is below an event threshold: the player excitement level, or an audience interaction level determined by measuring at least one of the following during a given time period within which the video game event occurs: the number of comments to a video game stream for the video game session or social media platform activity that is associated with the video game stream for the video game session.
- The method of claim 16 , further comprising: triggering an application programming interface to mark the video game event as a highlight event for inclusion in a highlight reel.
- The method of claim 16 , wherein marking a highlight end point when at least one of the following is below an event threshold comprises marking a highlight end point when the audience interaction level is less than an audience interaction threshold.
- The method of claim 16 , wherein marking a highlight end point when at least one of the following is below an event threshold comprises marking a highlight end point when the player excitement level is less than an audience interaction threshold.
- The method of claim 16 , further comprising assigning a relevancy rating to the highlight event based on one or more of: the player excitement level, or the audience interaction level.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.