Patents by Inventor Carey Murray

Carey Murray has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 8976184
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: October 9, 2013
    Date of Patent: March 10, 2015
    Assignee: Nintendo Co., Ltd.
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20140035932
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Application
    Filed: October 9, 2013
    Publication date: February 6, 2014
    Inventors: Henry STERCHI, Jeff KALLES, Shigeru MIYAMOTO, Denis DYACK, Carey MURRAY
  • Patent number: 8593464
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: October 22, 2012
    Date of Patent: November 26, 2013
    Assignee: Nintendo Co., Ltd.
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Patent number: 8319779
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: March 30, 2011
    Date of Patent: November 27, 2012
    Assignee: Nintendo of America, Inc.
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20110181607
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Application
    Filed: March 30, 2011
    Publication date: July 28, 2011
    Applicant: Nintendo of America
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Patent number: 7928986
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: January 6, 2010
    Date of Patent: April 19, 2011
    Assignee: Nintendo of America
    Inventors: Henry L Sterchi, Jeff C Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20100115449
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Application
    Filed: January 6, 2010
    Publication date: May 6, 2010
    Applicant: Nintendo of America
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Patent number: 7667705
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: February 21, 2002
    Date of Patent: February 23, 2010
    Assignee: Nintendo of America Inc.
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20020171647
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Application
    Filed: February 21, 2002
    Publication date: November 21, 2002
    Inventors: Henry L. Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray