Game Character Skin Exposure Control via Dynamic Clothing Rendering

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Solution Overview

Problem

Existing game processing methods fail to temporarily restrict the exposure of a female character's skin in games, especially during live video delivery or battle games, considering general public viewing and opponent attributes.

Innovation Solution

A game processing method that obtains information on a character object and its clothing, sets drawing settings for exposed areas to depict them as skin or clothing, and switches between these settings based on a low-exposure mode, allowing for temporary restriction of skin exposure.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If the character model is displayed with original clothing settings, then the character appearance is aesthetically pleasing and matches game design, but skin exposure increases which may violate regulatory standards or inappropriate for public viewing

Engineering Contradiction:
Improvecharacter model developmentVSAvoidskin exposure
Core Design Contradiction:
Ease of manufactureVSObject-affected harmful factors

Solution Approach 1:

The clothing object is designed to serve multiple functions: it maintains the original aesthetic appearance during normal gameplay while simultaneously providing skin coverage when low-exposure mode is activated. The same clothing object with its transparent and opaque portions can adapt to different viewing contexts without requiring separate character models.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The drawing settings of the clothing object are dynamically changed between transparent and opaque states based on the low-exposure mode. By modifying the transparency parameter of the clothing rendering, the system achieves different exposure levels without altering the underlying character model or clothing design.

Inventive Principle:
Principle #35Parameter changes

2Object-affected harmful factors

If separate character models are created for different exposure levels, then regulatory compliance is improved, but development costs and processing loads increase

Engineering Contradiction:
Improveskin exposure controlVSAvoidcharacter model management
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

A single character model with clothing objects serves multiple exposure requirements. The clothing objects can be rendered in different transparency states to achieve both high-exposure and low-exposure appearances, eliminating the need for separate character models for different regulatory contexts.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

Instead of creating separate character models, the system uses the same character model with modified rendering parameters. The clothing objects act as visual copies that can be toggled between transparent and opaque states to simulate different character appearances without duplicating the underlying model data.

Inventive Principle:
Principle #26Copying

3Object-affected harmful factors

If the clothing rendering is changed to cover skin areas, then regulatory compliance is improved, but the original character design and aesthetics are compromised

Engineering Contradiction:
Improveskin exposureVSAvoidcharacter appearance
Core Design Contradiction:
Object-affected harmful factorsVSShape

Solution Approach 1:

The clothing rendering dynamically adjusts between transparent and opaque states based on the low-exposure mode setting. This dynamic rendering allows the character to maintain its original aesthetic design during normal gameplay while automatically adapting to provide skin coverage when required by regulatory standards or public viewing contexts.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The transparency parameter of the clothing rendering is changed based on the low-exposure mode. When low-exposure mode is activated, the clothing rendering parameter switches from transparent to opaque, achieving skin coverage without permanently altering the character's visual design or requiring separate model assets.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11325034B2Game processing method including drawing character object and clothing object and recording medium for storing game program
Publication Date: 2022.05.10 KOEI TECMO GAMES CO LTD
  • US11325034B2 patent drawing
  • US11325034B2 patent drawing
  • US11325034B2 patent drawing

AI summary

A game processing method executed by an information processing device includes obtaining information on a character object, obtaining information on a clothing object worn by the character object, obtaining information on clothing area including an area exposed from the clothing object, the clothing area being set to skin of the character object, setting drawing setting of the clothing area to first drawing setting for drawing as the skin or to second drawing setting for drawing as clothing, and drawing the character object and the clothing object based on the information on the character object, the information on the clothing object, and the drawing setting.