Game recording method and device, electronic equipment and storage medium

By creating multiple recording windows on the game recording interface and configuring different observation angles, the problems of low video recording efficiency and poor effect in the existing technology are solved, and efficient multi-angle game video recording is achieved, meeting players' needs for personalized creation.

CN120242448APending Publication Date: 2025-07-04NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510322649.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-18
Publication Date
2025-07-04

AI Technical Summary

Technical Problem

During the recording of existing game videos, the video recording efficiency is low and the recording effect is poor, making it difficult to meet the needs of players for personalized creation. Especially when it is necessary to present game plots from different perspectives, players must simulate multi-angle recording through manual operations, which improves the complexity of operations and reduces the creative efficiency and quality.

Method used

Create multiple recording windows on the graphical user interface, each recording window is associated with the corresponding virtual recording lens, set different observation angles through lens configuration operations, and control the virtual recording lens to record in response to the recording start command to generate game video.

Benefits of technology

By creating multiple recording windows of different angles on the graphical user interface, the complex operation of video recording under a single lens is avoided, the video recording efficiency and effect is improved, and the players' needs for diversified creation are met.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120242448A_ABST
    Figure CN120242448A_ABST
Patent Text Reader

Abstract

The invention provides a game recording method and device, electronic equipment and a storage medium, and relates to the technical field of computers.The method comprises the steps that a first virtual environment picture of game match is displayed on a graphical user interface; in response to the lens configuration operation, at least one recording window is created on the graphical user interface, each recording window is associated with a corresponding virtual recording lens, and each virtual recording lens has a corresponding second observation view angle; each recording window is used for displaying a second virtual environment picture obtained by observing the virtual scene by the corresponding virtual recording lens at a second observation view angle; and in response to the recording start instruction, controlling each virtual recording lens to record the virtual scene so as to obtain a game video. By adopting the game recording method and device, the electronic equipment and the storage medium, the problems of low video recording efficiency and poor recording effect in the existing game video recording process are solved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of computer technology, and more particularly, to a game recording method, apparatus, electronic device, and storage medium. Background Art

[0002] With the rapid development of the game industry, the in-game recording function has become one of the key elements to enhance the user experience. Nowadays, many games are equipped with built-in recording functions, enabling players to record memorable moments during the game. However, the recording content obtained by current players through video recording is often continuous single-perspective footage, lacking diversity and flexibility, and it is difficult to meet the players' needs for personalized creation.

[0003] Given the above limitations of the in-game recording function, especially when it is necessary to present game plots from different perspectives, players must manually operate to simulate the effect of multi-angle recording, which not only increases the complexity of the operation but also reduces the efficiency and quality of video recording. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a game recording method, apparatus, electronic device, and storage medium to solve the problems of low video recording efficiency and poor video recording effect during the existing game video recording process.

[0005] In a first aspect, an embodiment of this application provides a game recording method, which includes:

[0006] Display a first virtual environment screen of a game session on the graphical user interface, where the first virtual environment screen is a screen obtained by observing the virtual scene from a first observation perspective;

[0007] In response to a lens configuration operation, create at least one recording window on the graphical user interface, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment screen obtained by observing the virtual scene from the second observation perspective corresponding to the virtual recording lens;

[0008] In response to a recording start instruction, control each virtual recording lens to record the virtual scene to obtain a game video.

[0009] In a second aspect, an embodiment of this application further provides a game recording apparatus, which provides a graphical user interface through a terminal device. The apparatus includes:

[0010] A display module, configured to display a first virtual environment screen of a game session on the graphical user interface, where the first virtual environment screen is a screen obtained by observing the virtual scene from a first observation perspective;

[0011] A creation module, in response to a lens configuration operation, creates at least one recording window on a graphical user interface, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second viewing angle, and each recording window is used to display a second virtual environment image obtained by observing a virtual scene from the second viewing angle by the corresponding virtual recording lens;

[0012] A recording module, in response to a recording start instruction, controls each virtual recording lens to record a virtual scene to obtain a game video.

[0013] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the game recording method as described above are executed.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the game recording method as described above are executed.

[0015] The embodiments of the present application bring the following beneficial effects:

[0016] A game recording method, device, electronic device, and storage medium provided by an embodiment of the present application can create multiple recording windows at different angles on a graphical user interface, record images in different orientations through the virtual recording lenses corresponding to each recording window, avoid the complex operation process of video recording with a single lens, improve the video recording efficiency and instructions. Compared with the game recording methods in the prior art, the problems of low video recording efficiency and poor video recording effect in the existing game video recording process are solved.

[0017] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specific embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings

[0018] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0019] Figure 1 Shows a flowchart of the game recording method provided by an embodiment of the present application;

[0020] Figure 2 Shows a schematic diagram of the interface for creating a recording window provided by an embodiment of the present application;

[0021] Figure 3 Shows a schematic diagram of the interface of the created recording window provided by an embodiment of the present application;

[0022] Figure 4 Shows a schematic diagram of the interface at the start recording stage provided by an embodiment of the present application;

[0023] Figure 5 Shows a schematic diagram of the interface of the recording window provided by an embodiment of the present application;

[0024] Figure 6 Shows a schematic diagram of the interface when starting to record provided by an embodiment of the present application;

[0025] Figure 7 Shows a schematic diagram of the structure of the game recording device provided by an embodiment of the present application;

[0026] Figure 8 Shows a schematic diagram of the structure of the electronic device provided by an embodiment of the present application. Detailed implementation manners

[0027] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all of them. Usually, the components of the embodiments of the present application described and illustrated herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the present application claimed, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present application.

[0028] It is worth noting that before the present application was proposed, with the rapid development of the game industry, the in-game recording function has become one of the key elements to enhance the user experience. Nowadays, many games are equipped with built-in recording functions, enabling players to record memorable moments during the game. However, the recording functions in the prior art are usually limited to single-perspective recording, which means that players cannot conveniently switch between multiple perspectives, thus restricting the possibility of creating more diverse user-generated content (UGC).

[0029] In current game development technologies, the typical process for players to record videos covers steps such as selecting the recording option, adjusting recording parameters (such as resolution and frame rate), starting the recording, and ending the recording. The resulting recorded content is often continuous single - perspective footage, lacking diversity and flexibility, and it is difficult to meet players' needs for personalized creation.

[0030] In such a single - perspective recording method, when players attempt to capture complex actions or scene transitions in the game, they have to manually adjust the perspective, which may lead to unsatisfactory recorded content and thus affect the final creative effect.

[0031] Given the above limitations of the in - game recording function, players often feel helpless when conducting UGC creation and find it difficult to achieve ideal creative results. Especially when it is necessary to present game plots from different perspectives, players must manually operate to simulate the effect of multi - angle recording, which not only increases the complexity of the operation but also reduces the efficiency and quality of creation.

[0032] The following explains the terms involved in the embodiments of this application.

[0033] Graphical User Interface:

[0034] It is an interface display format for communication between humans and computers, allowing users to manipulate icons, labels, or menu options on the screen using input devices such as a mouse or keyboard, and also allowing users to manipulate icons or menu options on the touch screen of a touch - enabled terminal by performing touch operations to select commands, start programs, or perform other tasks, etc.

[0035] Game Scene:

[0036] It is a virtual scene displayed (or provided) when an application runs on a terminal device or a server, that is, the scene used during the normal process of playing a game. That is to say, a game scene refers to the virtual game controls that carry virtual objects during the game process. The virtual objects can perform actions such as moving and skill releasing in the virtual scene according to the operation instructions issued by the user (i.e., the player) to the terminal device. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene where the user controls the complete game logic of the virtual object. Optionally, the game scene can also be used for virtual environment battles between at least two virtual objects, and there are virtual resources available for at least two virtual objects in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game controlled virtual object elements, game prop elements, etc.

[0037] In an optional implementation manner, the game recording method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game recording method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0038] In an optional implementation manner, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game loading method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; but the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.

[0039] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game scenes. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and then run. The ways for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game scenes, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0040] In a possible implementation manner, an embodiment of the present invention provides a game recording method, which provides a graphical user interface through a terminal device. Among them, the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.

[0041] Based on this, an embodiment of the present application provides a game recording method to improve the video recording efficiency and video recording effect.

[0042] Please refer to Figure 1 , Figure 1 which is a flowchart of a game recording method provided by an embodiment of the present application. As Figure 1 shown, the game recording method provided by an embodiment of the present application includes:

[0043] Step S101, display the first virtual environment scene of the game session on the graphical user interface;

[0044] Step S102, in response to a lens configuration operation, create at least one recording window on the graphical user interface;

[0045] Step S103, in response to a recording start instruction, control each virtual recording lens to record the virtual scene to obtain a game video.

[0046] The game recording method provided by the embodiment of the present application can create multiple recording windows at different angles on the graphical user interface, and record the scenes in different orientations through the virtual recording lenses corresponding to each recording window, avoiding the complex operation process of video recording with a single lens, improving the video recording efficiency and instructions, and solving the problems of low video recording efficiency and poor video recording effect in the existing game video recording process.

[0047] To facilitate the understanding of this embodiment, the following takes the game recording method applied to a terminal device as an example to separately describe the above exemplary steps provided by the embodiment of the present application.

[0048] In step S101, a first virtual environment screen of the game session is displayed on the graphical user interface.

[0049] In this step, the game session is a game competition in which multiple virtual characters play in a virtual scene. It can be a single-player game session with only the virtual character controlled by the player, or a multi-player game session in which the virtual character controlled by the player and other virtual characters controlled by other players form a team to participate. The single-player game session and the multi-player game session may also include virtual characters controlled by AI. The game can be various types of games such as UCG games, survival shooting games, etc. Exemplarily, after entering the game session, the graphical user interface displays the first virtual environment screen, and the first virtual environment screen is a screen obtained by observing the virtual scene from the first observation perspective.

[0050] In the embodiment of the present application, a graphical user interface is provided by the terminal device, and at least a part of the first virtual environment screen corresponding to the virtual scene is displayed in the graphical user interface. The first virtual environment screen is a screen of the virtual scene captured by a virtual camera.

[0051] Among them, the virtual scene is also called the game scene, and the virtual scene includes a controlled virtual object, and the controlled virtual object refers to a virtual character controlled by the player.

[0052] In addition, a lens configuration control is also displayed on the graphical user interface, and a recording window can be created by triggering the lens configuration control.

[0053] In step S102, in response to the lens configuration operation, at least one recording window is created on the graphical user interface.

[0054] In this step, the lens configuration operation may refer to the triggering operation on the lens configuration control, and the lens configuration operation is used to create at least one recording window on the graphical user interface.

[0055] The number of recording windows created by the lens configuration operation can be one or multiple. Each created recording window is respectively associated with a corresponding virtual recording lens. Each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display the second virtual environment screen obtained by observing the virtual scene from the second observation perspective of the corresponding virtual recording lens.

[0056] For example: the number of created recording windows is 3, and the second observation perspectives of the virtual recording lenses corresponding to each recording window are all different, then different second virtual environment screens corresponding to the virtual scene in three second observation perspectives can be displayed through these 3 recording windows.

[0057] In the embodiments of the present application, taking a UGC game as an example to introduce the video recording process. In the graphical user interface, there is a game recording mode control. After the player finishes creating UGC content and expects to record a UGC video, before triggering the lens configuration operation, the player can enter the game recording mode by clicking on the game recording mode control, so as to record a game video in the game recording mode. In order to facilitate the distinction of different contents displayed on the graphical user interface during the video recording process, the game recording mode is divided into two stages here, namely the lens configuration stage and the start recording stage. The lens configuration stage is used to represent the stage of setting the recording window, and the start recording stage represents the stage where video recording can start.

[0058] After entering the game recording mode, a first virtual environment screen is displayed on the graphical user interface. The first virtual environment screen is a screen obtained by observing the virtual scene (game scene) through a virtual camera set in the virtual scene at a preset height and with a preset viewing angle. The screen observed through the virtual camera is the screen seen by the player, and the player can adjust the viewing direction of the virtual camera through a first lens modulation instruction.

[0059] Among them, the first lens modulation instruction can refer to an instruction for adjusting the viewing direction of the virtual camera. For example, a first lens adjustment instruction can be generated by triggering an azimuth adjustment control set in the graphical user interface. In response to the first lens adjustment instruction, the first viewing angle when observing the virtual scene is adjusted to update the first virtual environment screen.

[0060] Next, refer to Figure 2 to introduce the creation process of the recording window.

[0061] Figure 2 shows the interface schematic diagram for creating a recording window provided by the embodiments of the present application. As Figure 2 shown, in the lens configuration stage of the game recording mode, an azimuth adjustment control 210 is displayed on the graphical user interface 10. In response to the triggering operation for the azimuth adjustment control 210, a first lens adjustment instruction is generated, and the first viewing angle of the virtual camera is adjusted based on the first lens adjustment instruction. At the same time, a lens configuration control 220 for setting the lens is displayed on the graphical user interface 10. In response to the triggering operation for the lens configuration control 220, at least one recording window is created on the graphical user interface 10. The second viewing angle of the virtual recording lens associated with the created recording window is determined by the azimuth of the virtual camera when the lens configuration operation is received, that is, determined by the first viewing angle of the virtual camera when the lens configuration operation is received. The lens configuration operation includes the triggering operation for the lens configuration control 220.

[0062] The recording window(s) created on the graphical user interface 10 can be one or multiple. When multiple recording windows need to be created, a corresponding recording window can be created on the graphical user interface each time a lens configuration operation is received. For example, if a total of three lens configuration operations are received, three recording windows are successively created on the graphical user interface. Among them, the second viewing angles of the virtual recording lenses corresponding to different recording windows are different. The difference in the second viewing angles of the virtual recording lenses includes different lens heights of the virtual recording lenses and / or different lens angles of the virtual recording lenses.

[0063] In order to enable the virtual recording lenses corresponding to each created recording window to have different second viewing angles, before creating each recording window, the first viewing angle (viewing orientation) of the virtual camera can be adjusted in advance through the first lens adjustment instruction. When the lens configuration operation is triggered, the first viewing angle of the current virtual camera is saved, and the first viewing angle of the current virtual camera is used as the second viewing angle of the virtual recording lens corresponding to the created recording window. In this way, before creating each recording window, only the first viewing angle of the current virtual camera needs to be adjusted to set the second viewing angle of the virtual recording lens corresponding to the recording window. That is to say, the second viewing angle of the virtual recording lens associated with each recording window refers to the first viewing angle of the virtual camera when the lens configuration operation is received.

[0064] The following refers to Figure 3 to introduce the graphical user interface after the recording window has been created.

[0065] Figure 3 Fig. shows the interface schematic diagram of the created recording window provided by the embodiment of the present application. As Figure 3 shown, in the lens configuration stage of the game recording mode, the already created recording window 310 is displayed on the graphical user interface 10, and at the same time, a storyboard recording control 320 for switching to the start recording stage is also displayed. In response to the trigger operation for the storyboard recording control 320, the start recording stage is entered.

[0066] In an example, after creating at least one recording window, in response to a movement control instruction, the controlled virtual object is controlled to move in the virtual scene. At this time, while the controlled virtual object is moving, the first virtual environment picture and the second virtual environment picture are updated.

[0067] Among them, the virtual camera will shoot the game scene when the controlled virtual object moves from the first viewing angle to update the first virtual environment picture obtained by observing the virtual scene from the first viewing angle.

[0068] Moreover, the virtual recording cameras corresponding to each recording window will capture the game scene when the controlled virtual object moves from a second observation perspective, so as to update the second virtual environment image obtained by observing the virtual scene from the second observation perspective.

[0069] The following will refer to Figure 4 to introduce the video recording process in the start recording stage.

[0070] Figure 4 shows the interface schematic diagram in the start recording stage provided by the embodiment of the present application. As Figure 4 shown, in the start recording stage of the game recording mode, three created recording windows, namely recording window 410, recording window 420, and recording window 430, are displayed on the graphical user interface 10. At the same time, a start recording control 440 for starting recording is also displayed on the graphical user interface 10, and a recording start instruction is generated in response to a trigger operation on the start recording control 440.

[0071] In one example, in addition to entering the start recording stage by triggering the storyboard recording control, it is also possible to directly enter the start recording stage after creating at least one recording window. In this way of entering the start recording stage, the storyboard recording control is not displayed in the graphical user interface, and there is no need to trigger the storyboard recording control to enter the start recording stage.

[0072] For example: after at least one recording window is created, the at least one created recording window can be displayed in the graphical user interface, and at the same time, the start recording control is also displayed. In this way, after creating at least one recording window, the start recording stage can be entered, and then, the start recording control can be directly triggered to generate a recording start instruction. That is to say, the recording start instruction is generated when the start recording control is triggered, and then, based on the generated recording start instruction, each virtual recording camera is controlled to perform video recording.

[0073] In step S103, in response to the recording start instruction, each virtual recording camera is controlled to record the virtual scene to generate a game video.

[0074] In this step, after the start recording control is triggered, a recording start instruction is generated. In response to the recording start instruction, each virtual recording camera is controlled to record the virtual scene according to its respective second observation perspective. When recording starts, the start recording control is controlled to switch to an end recording control. At this time, if the end recording control is triggered, a recording end instruction is generated. In response to the recording end instruction, a video segment is generated for each virtual recording camera, and all video segments are synthesized to obtain a game video.

[0075] In one example, to improve the video recording quality and efficiency, it is necessary to flexibly adjust the recording parameters of each virtual recording shot so that players can adjust the orientation, recording order, and recording duration of the virtual recording shot to achieve the desired recording effect. Among them, the recording parameters include, but are not limited to: the orientation, recording order, and recording duration of the virtual recording shot.

[0076] To implement the orientation adjustment function of the virtual recording shot, a perspective adjustment control can be set in each recording window, and the orientation of the virtual recording shot corresponding to the recording window can be adjusted by the perspective adjustment operation on the perspective adjustment control. Among them, the perspective adjustment method is determined by the game perspective. For example: when the game uses the first-person perspective, the perspective adjustment operation is actually an operation to adjust the observation angle of the virtual recording shot with the eyes of the controlled virtual object as the observation starting point; when the game uses the third-person perspective, the perspective adjustment operation is actually an operation to take the controlled virtual object as the observation center and adjust the observation angle and observation height around this observation center. As an example, the perspective adjustment operation can be a sliding operation on the perspective adjustment control, and the controlled virtual object can be the controlled virtual object controlled by the player.

[0077] To implement the recording order adjustment function, a recording order can be configured for each recording window in the graphical user interface. By default, the recording order of each recording window is the order of creation of the recording windows. At the same time, based on the default recording order, the recording order between the recording windows can be adjusted through corresponding operations. Here, in the graphical user interface, all created recording windows are arranged along the specified direction of the terminal device. The specified direction includes the horizontal or vertical direction of the terminal device. Each recording window is a floating window and can be dragged. The arrangement order of any recording window can be changed according to the drag operation on any recording window, and then, the arrangement order of each recording window in the specified direction is determined as the recording order of the recording window. Among them, the recording order of each recording window can be represented by a recording order identifier, and the recording order identifier is displayed on the recording window.

[0078] For example: the number of created recording windows is three, and these three recording windows are arranged along the horizontal direction of the terminal device. When the first recording window is dragged to the middle of the second recording window and the third recording window, the previous first recording window will become the latest second recording window, and the previous second recording window will become the latest first recording window. In response to the recording start instruction, video recording will be performed according to the latest arrangement order of the recording windows.

[0079] To precisely control the recording duration of each recording window, a time control is set at each recording window. For each recording window, in response to an operation on the time control set at that recording window, the recording duration of the virtual recording shot corresponding to that recording window can be determined. Among them, the time control can be a progress bar with a slider, and the operation on the time control can be a sliding operation.

[0080] The following will refer to Figure 5 to introduce the adjustment process of the recording parameters corresponding to the recording window.

[0081] Figure 5 shows a schematic interface diagram of the recording window provided by an embodiment of the present application. As Figure 5 shown, in the graphical user interface 10, a viewing angle adjustment control 411, a recording order identifier 412, and a time control 413 for adjusting the recording duration are displayed in the recording window 410. For the recording window 410, in response to a viewing angle adjustment operation on the viewing angle adjustment control 411 performed within the recording window 410, the orientation of the virtual recording shot corresponding to the recording window 410 is changed, so as to control the virtual recording shot corresponding to the recording window 410 to record the virtual scene at the changed orientation according to the corresponding recording duration after receiving the recording start instruction.

[0082] Similarly, for each recording window, when recording the virtual scene, the virtual recording shot corresponding to each recording window will perform video recording according to the second viewing angle adjusted by its respective viewing angle adjustment control and the recording duration adjusted by the time control, so as to obtain the video segment recorded by that recording window. After the video recording is completed for each recording window, it is necessary to perform a synthesis process on the video segments recorded by multiple recording windows. The synthesis process includes splicing the video segments according to the recording order of the recording windows to obtain a game video.

[0083] In one example, the recording order between each virtual recording shot can be synchronous recording or sequential recording.

[0084] In one case, in response to the recording start instruction, each virtual recording shot can start recording the virtual scene synchronously and end the recording based on its respective corresponding recording duration. For example: there are a total of three recording windows, and the recording durations of these three recording windows are the same. Then, in response to the recording start instruction, the virtual recording shots corresponding to the three recording windows will shoot the virtual scene from three different orientations to obtain three video segments, and these three video segments are all content in the same time period.

[0085] In another case, after receiving the recording start instruction, each virtual recording shot records the virtual scene in sequence based on the corresponding recording duration according to the recording order. Taking the above example, the recording duration of the three recording windows is 10 seconds each. Then, in response to the recording start instruction, control the virtual recording shot corresponding to the first recording window to capture the content of the virtual scene from the 1st second to the 10th second to obtain the first video clip. Then, control the virtual recording shot corresponding to the second recording window to capture the content of the virtual scene from the 11th second to the 20th second to obtain the second video clip. Finally, control the virtual recording shot corresponding to the third recording window to capture the content of the virtual scene from the 21st second to the 30th second to obtain the third video clip. Combine these three video clips together in chronological order to obtain the final video.

[0086] In one example, after receiving the recording start instruction, it is also possible to control the controlled virtual object to perform corresponding game behaviors in the virtual scene. At this time, each virtual recording shot actually records the game behaviors performed by the controlled virtual object in the virtual scene.

[0087] The following refers to Figure 6 to introduce the recording process of the game behavior.

[0088] Figure 6 shows the interface schematic diagram at the start of recording provided by the embodiment of the present application. As Figure 6 shown, after receiving the recording start instruction, the start recording control in the graphical user interface 10 switches to the end recording control 450. At this time, the controlled virtual object 480 can be controlled to move in the virtual scene by moving the control 460, or the controlled virtual object 480 can be controlled to release virtual skills in the virtual scene by the skill control 470. The virtual recording shots corresponding to all recording windows will record all the game behaviors performed by the controlled virtual object 480 under the control of the movement control 460 and the skill control 470 and the changes in the virtual scene before the end recording control 450 is triggered.

[0089] When the end recording control 450 is triggered, control the virtual recording shots corresponding to all recording windows to stop video recording, and combine the video clips recorded by all virtual recording shots together to generate the final video.

[0090] Based on the same inventive concept, an embodiment of the present application also provides a game recording device corresponding to the game recording method. Since the principle of solving problems by the device in the embodiment of the present application is similar to the above game recording method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0091] Please refer to Figure 7 , Figure 7The structural schematic diagram of a game recording device provided by an embodiment of this application. As Figure 7 shown in the figure, a graphical user interface is provided by a terminal device, and the game recording device 500 includes:

[0092] A display module 501, configured to display a first virtual environment screen of a game session on the graphical user interface, where the first virtual environment screen is a screen obtained by observing a virtual scene from a first observation perspective;

[0093] A creation module 502, configured to create at least one recording window on the graphical user interface in response to a lens configuration operation, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment screen obtained by observing the virtual scene from the second observation perspective corresponding to the virtual recording lens;

[0094] A recording module 503, configured to control each virtual recording lens to record the virtual scene in response to a recording start instruction, so as to obtain a game video.

[0095] In a feasible embodiment of this application, the second observation perspectives of the virtual recording lenses corresponding to different recording windows are different. The difference in the second observation perspectives of the virtual recording lenses includes that the lens heights of the virtual recording lenses are different, and / or the lens angles of the virtual recording lenses are different.

[0096] In a feasible embodiment of this application, at least one recording window includes a plurality of recording windows. The creation module 502 is specifically configured to: create a corresponding recording window on the graphical user interface whenever a lens configuration operation is received.

[0097] In a feasible embodiment of this application, the game recording device 500 further includes a lens adjustment module, and the lens adjustment module is configured to: before receiving a lens configuration operation, adjust the first observation perspective in response to a first lens adjustment instruction to update the first virtual environment screen.

[0098] In a feasible embodiment of this application, the game recording device 500 further includes a movement control module, and the movement control module is configured to: control a controlled virtual object to move in the virtual scene in response to a movement control instruction; when the controlled virtual object moves, update the first virtual environment screen obtained by observing the virtual scene from the first observation perspective and the second virtual environment screen obtained by observing the virtual scene from the second observation perspective.

[0099] In a feasible embodiment of the present application, the game recording device 500 further includes a control display module, and the control display module is configured to: in the game recording mode, display a lens configuration control for setting a lens on the graphical user interface, where the lens configuration operation includes a triggering operation on the lens configuration control, and / or, further includes: display a start recording control for starting recording on the graphical user interface, where a recording start instruction is generated when the start recording control is triggered.

[0100] In a feasible embodiment of the present application, the recording module 503 is specifically configured to: in response to a recording start instruction, control each virtual recording lens to record the virtual scene; in response to a recording end instruction, generate a video segment corresponding to each virtual recording lens, and perform a synthesis process on all video segments to obtain a game video.

[0101] In a feasible embodiment of the present application, each recording window is configured with a recording order, where the synthesis process includes splicing the video segments in the recording order to obtain a game video.

[0102] In a feasible embodiment of the present application, the recording order corresponding to each recording window includes the creation order of the recording window, and / or, the game recording device 500 further includes a recording order determination module, and the recording order determination module is configured to: arrange at least one created recording window along a specified direction of the terminal device, the specified direction includes the horizontal or vertical direction of the terminal device, each recording window is a floating window, change the arrangement order of any recording window according to a dragging operation on any recording window, and determine the arrangement order of each recording window in the specified direction as the recording order of the recording window.

[0103] In a feasible embodiment of the present application, the game recording device 500 further includes a window perspective adjustment module, and the window perspective adjustment module is configured to: for each recording window, in response to a perspective adjustment operation performed within the recording window, change the orientation of the virtual recording lens corresponding to the recording window, where, after receiving a recording start instruction, control each virtual recording lens to record the virtual scene with the changed orientation.

[0104] In a feasible embodiment of the present application, a time control is provided at each recording window, and the game recording device 500 further includes a recording duration adjustment module, and the recording duration adjustment module is configured to: for each recording window, in response to an operation on the time control provided at the recording window, determine the recording duration of the virtual recording lens corresponding to the recording window.

[0105] In a feasible embodiment of the present application, each virtual recording lens starts recording the virtual scene synchronously in response to a recording start instruction and ends recording based on its respective corresponding recording duration. Alternatively, after receiving the recording start instruction, each virtual recording lens records the virtual scene in sequence based on the corresponding recording duration according to the recording order.

[0106] In a feasible embodiment of the present application, the observation of each virtual recording lens is centered on a controlled virtual object.

[0107] In a feasible embodiment of the present application, the game recording device 500 further includes a character control module, which is used to: after receiving the recording start instruction, control the controlled virtual object to perform game behaviors in the virtual scene, where each virtual recording lens records the game behaviors performed by the controlled virtual object in the virtual scene.

[0108] The game recording device provided by the embodiments of the present application can create multiple recording windows at different angles on the graphical user interface, and record the pictures in different orientations through the virtual recording lenses corresponding to each recording window, avoiding the complex operation process of video recording under a single lens, improving the video recording efficiency and instructions, and solving the problems of low video recording efficiency and poor video recording effect in the existing game video recording process.

[0109] Please refer to Figure 8 , Figure 8 which is a schematic structural diagram of an electronic device provided by the embodiments of the present application. As Figure 8 shown in

[0110] the electronic device 600 includes a processor 610, a memory 620, and a bus 630.

[0111] Provide a graphical user interface through a terminal device, display a first virtual environment picture of a game session on the graphical user interface, where the first virtual environment picture is a picture obtained by observing the virtual scene from a first observation perspective; in response to a lens configuration operation, create at least one recording window on the graphical user interface, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment picture obtained by observing the virtual scene from the second observation perspective by the corresponding virtual recording lens; in response to a recording start instruction, control each virtual recording lens to record the virtual scene to obtain a game video.

[0112] The electronic device provided by the embodiment of the present application can create multiple recording windows at different angles on the graphical user interface, and record the pictures in different orientations through the virtual recording lenses corresponding to each recording window, avoiding the complex operation process of video recording under a single lens, improving the video recording efficiency and instructions, and solving the problems of low video recording efficiency and poor video recording effect in the existing game video recording process.

[0113] The embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following processing can be executed:

[0114] Provide a graphical user interface through a terminal device, and display a first virtual environment picture of a game session on the graphical user interface. The first virtual environment picture is a picture obtained by observing a virtual scene from a first observation perspective; in response to a lens configuration operation, create at least one recording window on the graphical user interface, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment picture obtained by observing the virtual scene from the second observation perspective by the corresponding virtual recording lens; in response to a recording start instruction, control each virtual recording lens to record the virtual scene to obtain a game video.

[0115] The computer-readable storage medium provided by the embodiment of the present application can create multiple recording windows at different angles on the graphical user interface, and record the pictures in different orientations through the virtual recording lenses corresponding to each recording window, avoiding the complex operation process of video recording under a single lens, improving the video recording efficiency and instructions, and solving the problems of low video recording efficiency and poor video recording effect in the existing game video recording process.

[0116] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the above-described systems, devices, and units can refer to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0117] In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0118] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0119] In addition, in each embodiment of the present application, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0120] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM), random access memories (RAM), magnetic disks, or optical discs that can store program codes.

[0121] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A game recording method, characterized in that, The method includes: displaying a first virtual environment screen of a game session on a graphical user interface, where the first virtual environment screen is a screen obtained by observing a virtual scene from a first observation perspective; in response to a lens configuration operation, creating at least one recording window on the graphical user interface, where each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment screen obtained by observing the virtual scene from the second observation perspective corresponding to the virtual recording lens; in response to a recording start instruction, controlling each virtual recording lens to record the virtual scene to obtain a game video.

2. The method according to claim 1, characterized in that, The second observation perspectives of the virtual recording lenses corresponding to different recording windows are different. The difference in the second observation perspectives of the virtual recording lenses includes that the lens heights of the virtual recording lenses are different, and / or the lens angles of the virtual recording lenses are different.

3. The method according to claim 1, wherein The at least one recording window includes a plurality of recording windows, and the plurality of recording windows are created in the following manner: whenever a lens configuration operation is received, creating a corresponding recording window on the graphical user interface.

4. The method according to claim 1, characterized in that Before receiving the lens configuration operation, it further includes: in response to a first lens adjustment instruction, adjusting the first observation perspective to update the first virtual environment screen.

5. The method according to claim 1, characterized in that, The virtual scene includes a controlled virtual object, and it further includes: in response to a movement control instruction, controlling the controlled virtual object to move in the virtual scene; when the controlled virtual object moves, updating the first virtual environment screen obtained by observing the virtual scene from the first observation perspective and the second virtual environment screen obtained by observing the virtual scene from the second observation perspective.

6. The method according to claim 1, characterized in that It further includes: in a game recording mode, displaying a lens configuration control for setting a lens on the graphical user interface, where the lens configuration operation includes a triggering operation for the lens configuration control, and / or, it further includes: displaying a start recording control for starting recording on the graphical user interface, where the recording start instruction is generated when the start recording control is triggered.

7. The method according to claim 1, characterized in that The game video is generated in the following manner: in response to the recording start instruction, controlling each virtual recording lens to record the virtual scene; in response to a recording end instruction, generating a video segment corresponding to each virtual recording lens, and performing a synthesis process on all the video segments to obtain the game video.

8. The method according to claim 7, characterized in that Each recording window is configured with a recording order, wherein, the synthesis process includes splicing the video segments in the recording order to obtain the game video.

9. The method according to claim 8, wherein The recording order corresponding to each recording window includes the creation order of the recording window, and / or, the recording order of each recording window is determined in the following manner: arranging the at least one created recording window along a specified direction of the terminal device, the specified direction includes the horizontal or vertical direction of the terminal device, and each recording window is a floating window, changing the arrangement order of any recording window according to a dragging operation on any recording window. Determine the arrangement order of each recording window in the specified direction as the recording order of the recording window.

10. The method according to claim 1 or 4, characterized in that It further includes: For each recording window, in response to a perspective adjustment operation performed within the recording window, change the orientation of the virtual recording lens corresponding to the recording window. Wherein, after receiving the recording start instruction, control each virtual recording lens to record the virtual scene with the changed orientation.

11. The method according to claim 8, wherein A time control is provided at each recording window. Wherein, it further includes: For each recording window, in response to an operation on the time control provided at the recording window, determine the recording duration of the virtual recording lens corresponding to the recording window.

12. The method according to claim 11, wherein Each virtual recording lens starts recording the virtual scene synchronously in response to the recording start instruction and ends recording based on its respective corresponding recording duration. Alternatively, after receiving the recording start instruction, each virtual recording lens records the virtual scene in sequence based on the corresponding recording duration according to the recording order.

13. The method according to claim 5, characterized in that The observation of each virtual recording lens is centered on the controlled virtual object.

14. The method according to claim 13, wherein It further includes: After receiving the recording start instruction, control the controlled virtual object to perform a game behavior in the virtual scene, wherein each virtual recording lens records the game behavior performed by the controlled virtual object in the virtual scene.

15. A game recording device, characterized in that, The device includes: A display module for displaying a first virtual environment screen of a game session on a graphical user interface, the first virtual environment screen being a screen obtained by observing the virtual scene from a first observation perspective. A creation module for creating at least one recording window on the graphical user interface in response to a lens configuration operation, wherein each recording window is respectively associated with a corresponding virtual recording lens, each virtual recording lens has a corresponding second observation perspective, and each recording window is used to display a second virtual environment screen obtained by observing the virtual scene from the second observation perspective by the corresponding virtual recording lens. A recording module for controlling each virtual recording lens to record the virtual scene in response to a recording start instruction to obtain a game video.

16. An electronic device, characterized in that, It includes: A processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the game recording method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the game recording method according to any one of claims 1 to 14.