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Egozy, MA

Eran Egozy, Brookline, MA US

Patent application numberDescriptionPublished
20090075711SYSTEMS AND METHODS FOR PROVIDING A VOCAL EXPERIENCE FOR A PLAYER OF A RHYTHM ACTION GAME - A method for combining vocal cues and percussion cues for a player of a rhythm action game during a song comprises: displaying, in a rhythm action game, a lane comprising cues corresponding to a vocal track of a song; displaying, on the lane during the song, at least one cue corresponding to a percussion element of the song; evaluating, with a first gameplay mechanic, a player's performance with respect to the cues corresponding to a vocal elements; and evaluating, with a second gameplay mechanic, the player's performance with respect to the cues corresponding to the percussion element. Such a method may be used to keep a vocalist engaged during portions of a song with no vocals.03-19-2009
20090082078GAME CONTROLLER SIMULATING A MUSICAL INSTRUMENT - A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.03-26-2009
20090165632SYSTEMS AND METHODS FOR GENERATING VIDEO GAME CONTENT - Systems and methods for a creating a music-based video game are described as is a portable music and video device housing a memory for storing executable instructions and a processor for executing the instructions. Creating video game content using musical content supplied from a source other than the game includes analyzing musical content to identify at least one musical event extant in the musical event; determining a salient musical property associated with the at least one identified event; and creating a video game event synchronized to the at least one identified musical event and reflective of the determined salient musical property associated with the at least one identified event.07-02-2009
20100087240METHOD AND APPARATUS FOR PROVIDING A SIMULATED BAND EXPERIENCE INCLUDING ONLINE INTERACTION - A method for facilitating real-time interaction between a first and second player of a music-based video game via a network having unpredictable delivery latency, the first player located remotely from the second player, includes displaying to a first player target musical data associated with a musical composition, receiving music performance input from the first player via a controller resembling a first musical instrument, displaying to a second player, the second player located remotely from the first player, target musical data associated with the musical composition, and receiving music performance input from the second player.04-08-2010

Patent applications by Eran Egozy, Brookline, MA US

Eran Egozy, Cambridge, MA US

Patent application numberDescriptionPublished
20080220864GAME CONTROLLER SIMULATING A MUSICAL INSTRUMENT - A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.09-11-2008

Eran B. Egozy, Brookline, MA US

Patent application numberDescriptionPublished
20100009750SYSTEMS AND METHODS FOR SIMULATING A ROCK BAND EXPERIENCE - Described are methods, systems, apparatuses, computer program products embodied in a computer-readable storage medium and means for providing online challenges between bands in a musical video game. Typically the invention is executed on a game server in signal communication with a game platform and involves receiving, by the game server, musical game input data representing a musical performance of a band. Then, the game server calculates a composite score from the input data based on a gameplay challenge. Then the composite score is compared to a composite score of a second band's performance for the same gameplay challenge. In some embodiments, the comparison is displayed as a real-time representation of the two bands, even though score of the second band is based on a stored performance of the second band.01-14-2010
20100300266Dynamically Displaying a Pitch Range - Described are methods, systems, and apparatuses, including computer program products, for dynamically displaying a pitch range in a rhythm-action game. In one aspect this is accomplished by a game platform dividing a musical composition into a plurality of portions each comprising one or more notes. Then the game platform determines a pitch range between a highest note and a lowest note for each portion. Then the game platform determines a display density for each portion based on the pitch range of each portion, or alternatively, a display density for the entire song based on the greatest pitch range of all portions. Then, the game platform displays each portion within a viewable area. The viewable area has a density alterable based on the portion to be displayed or a position that is alterable based on the portion to be displayed, or has both an alterable position and alterable pitch density.12-02-2010
20100300267SELECTIVELY DISPLAYING SONG LYRICS - Described are methods, systems, and apparatuses, including computer program products, for selectively displaying song lyrics in a rhythm-action game. In one aspect this is accomplished by determining a number of vocal cues to be displayed on a display in communication with a game platform, where the vocal cues are each associated with a lyric. Provided a number of areas available to display a set of lyrics, either before run-time or determined at run-time, the game platform determines, based on a lyric priority associated with each lyric, which of the lyrics associated with each vocal cue to display when the number of vocal cues exceeds the number of areas available.12-02-2010