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Title:
METHOD AND SYSTEM FOR MODIFYING STRUCTURES IN A VIRTUAL ENVIRONMENT
Document Type and Number:
WIPO Patent Application WO/2013/131172
Kind Code:
A1
Abstract:
There is described a computer-implemented method for modifying structures in a virtual environment, comprising: receiving a desired position for a given structure; determining at least one neighboring structure being connected to the given structure, the given structure and the neighboring structure each comprising at least one frontier defining a space; modifying at least one characteristic for the given structure and the at least one neighboring structure as a function of a relative position therebetween, thereby obtaining a modified given structure and a modified neighboring structure; and outputting the modified given structure and the modified neighboring structure.

Inventors:
LIZEE MARTIN (CA)
Application Number:
PCT/CA2013/000196
Publication Date:
September 12, 2013
Filing Date:
March 04, 2013
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
GAMERIZON STUDIO INC (CA)
International Classes:
G06T11/00; A63F13/00
Other References:
SPOREWIKI: "Editor", 11 June 2009 (2009-06-11), Retrieved from the Internet [retrieved on 20130523]
ARODORAA: "Spore: Galactic Adventures - Buildings", 26 June 2009 (2009-06-26), Retrieved from the Internet [retrieved on 20130523]
LUKE289: "Spore House Build I", 8 October 2008 (2008-10-08), Retrieved from the Internet [retrieved on 20130523]
ELMIKKINO: "Spore: Galactic Adventures - How To Make an Interior", 10 July 2009 (2009-07-10), Retrieved from the Internet [retrieved on 20130523]
NERO DARKARD: "Spore- How to design a maximal efficent city", 7 May 2009 (2009-05-07), Retrieved from the Internet [retrieved on 20130523]
9000PRODUCTIONS: "Spore in HD- HARD MODE- Part 6 1/2 - City Hall/Cut scene- Herbivore Playthrough", 12 May 2009 (2009-05-12), Retrieved from the Internet [retrieved on 20130523]
Attorney, Agent or Firm:
FASKEN MARTINEAU DUMOULIN LLP (P.O. Box 242Suite 3700,800, Square Victori, Montréal Québec H4Z 1E9, CA)
Download PDF:
Claims:
I/WE CLAIM:

1. A computer-implemented method for modifying structures in a virtual environment, comprising: receiving a desired position for a given structure; determining at least one neighboring structure being connected to the given structure, the given structure and the neighboring structure each comprising at least one frontier defining a space; modifying at least one characteristic for the given structure and the at least one neighboring structure as a function of a relative position therebetween, thereby obtaining a modified given structure and a modified neighboring structure; and outputting the modified given structure and the modified neighboring structure.

2. The computer-implemented method of claim 1 , wherein said modifying at least one characteristic comprises modifying at least one of a visual characteristic and a collision characteristic for the given structure and the at least one neighboring structure.

3. The computer-implemented method of claim 1 or 2, wherein the virtual environment comprises a video game environment and the given structure and the at least one neighboring structure each comprises at least one platform with which an avatar may interact. 4. The computer-implemented method of claim 3, wherein each one of the given structure and the at least one neighboring structure comprise a virtual exterior representation and a virtual interior representation.

5. The computer-implemented method of claim 4, wherein a scaling ratio exists between the virtual interior and exterior representations so that the virtual interior representation appears larger than the virtual exterior representation.

6. The computer-implemented method of claim 4 or 5, wherein a topology of the virtual exterior representation and a topology of the virtual interior representation correspond together.

7. The computer-implemented method of any one of claims 1 to 6, further comprising modifying a location of the given structure from the desired location to a final location according to connection rules in order to connect together the given structure and the at least one neighboring structure, said modifying the at least one characteristic being performed as a function of the final location.

8. The computer-implemented method of any one of claims 1 to 7, wherein said determining comprises comparing a perimeter of the given structure to a perimeter of structures surrounding the given structure and determining the at least one neighboring structure being connected to the given structure as a function of the comparison. 9. The computer-implemented method of any one of claims 2 to 8, wherein said modifying comprises changing the at least one of a visual characteristic and a collision characteristic of at least one of a wall, a floor, and a ceiling for the given structure and the at least one neighboring structure.

10. The computer-implemented method of any one of claims 1 to 9, further comprising one of adding and removing an element in at least one of the given structure and the at least one neighboring structure.

1 1. The computer-implemented method of any one of claims 1 to 10, further comprising modifying the position of an element contained within at least one of the given structure and the at least one neighboring structure. 12. An apparatus for modifying structures in a virtual environment, the apparatus comprising a processing unit and a storing unit, the processing unit being configured for performing the steps of the method of any one claims 1 to 1 1.

13. A computer program product comprising a computer readable memory storing computer executable instructions thereon that when executed by a computer perform the method steps of any one claims 1 to 1 1.

14. A system for modifying structures, comprising: a neighbor determining module for receiving a desired position for a given structure, determining at least one neighboring structure being connected to the given structure, and determining a relative position between the given structure and the at least one neighboring structure, the given structure and the at least one neighboring structure each comprising at least one frontier defining a space; and a structure modification module for modifying at least one characteristic for the given structure and the at least one neighboring structure as a function of the relative position therebetween, in order to obtain a modified given structure and a modified neighboring structure, and for outputting the modified given structure and the modified neighboring structure.

15. The system of claim 14, wherein the structure modification module is adapted to modify at least one of a visual characteristic and a collision characteristic for the given structure and the at least one neighboring structure.

16. The system of claim 14 or 15, wherein the virtual environment comprises a video game environment and the given structure and the at least one neighboring structure each comprises at least one platform with which an avatar may interact. 17. The computer-implemented method of claim 16, wherein each one of the given structure and the at least one neighboring structure comprise a virtual exterior representation and a virtual interior representation.

18. The computer-implemented method of claim 17, wherein a scaling ratio exists between the virtual interior and exterior representations so that the virtual interior representation appears larger than the virtual exterior representation.

19. The computer-implemented method of claim 17 or 18, wherein a topology of the virtual exterior representation and a topology of the virtual interior representation correspond together.

20. The system of any one of claims 14 to 19, the neighbor determining module is further adapted to modify a location of the given structure from the desired location to a final location according to connection rules in order to connect together the given structure and the at least one neighboring structure, the modification of the at least one characteristic being performed as a function of the final location.

21. The system of any one of claims 14 to 20, wherein the neighbor determining module is adapted to comparing a perimeter of the given structure to a perimeter of structures surrounding the given structure and determine the at least one neighboring structure being connected to the given structure as a function of the comparison. 22. The system of any one of claims 15 to 21, wherein the structure modification module is adapted to change the at least one of a visual characteristic and a collision characteristics of at least one of a wall, a floor, and a ceiling for the given structure and the at least one neighboring structure.

23. The system of any one of claims 14 to 22, wherein the structure modification module is further adapted to one of add and remove an element in at least one of the given structure and the at least one neighboring structure.

24. The system of any one of claims 14 to 23, wherein the structure modification module is further adapted to modify the position of an element contained within at least one of the given structure and the at least one neighboring structure.

Description:
METHOD AND SYSTEM FOR MODIFYING STRUCTURES IN A VIRTUAL

ENVIRONMENT

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority of US Provisional Patent Application having serial number 61/606,851, which was filed on March 05, 2012, and is entitled "Video game with interactive world building system and adaptive coherence", the specification of which is hereby incorporated by reference.

TECHNICAL FIELD

The present invention relates to the field of virtual environments, and more particularly to methods and systems for automatically modifying characteristics of structures in a virtual environment.

BACKGROUND

A platform game (or platformer) is usually a video game in which an onscreen character or avatar has to jump to and from suspended platforms. A side-scrolling game or side- scroller is usually a video game in which the gameplay action is viewed from a side-view camera angle, and an onscreen character usually moves from the left side of the screen to the right. Some platform and/or side-scrolling video games offer in-game level editors to allow a player to act as a game designer in order to create and share his own content. However, such platform and/or side-scrolling video games require a player to learn how to use the editor and leave him the burden of creating levels that are coherent enough from a visual and gameplay point of view to be played by others. Therefore, such video games do not offer any guarantee on coherence. Furthermore, such games are usually provided with complex editors which usually prevent such games to be adequately or instinctively used by a younger audience or on a device known for its short time sessions, such as smart phones or tablets.

City-building games are a genre of strategy video game where players act as the overall planner and leader of a city, usually looking down on it from above, and being responsible for its growth and management. Players usually choose building placement and city management features such as salaries and work priorities, and the city develops accordingly. In city-building games, building the world corresponds to the game itself. Players usually have a great pride in building their own creations following the game rules, which usually involve some kind of economy regulating the allowance of game resources. However, city-building games are mostly strategic and do not offer the excitement and exploration provided by platform and side scrolling games. Furthermore, such video games comprise editors for managing the buildings which may be complex to use, and may require a steeper learning curve.

Therefore, there is a need for an improved video game in which a user may modify the game world.

SUMMARY

According to a first broad aspect, there is provided a computer-implemented method for modifying structures in a virtual environment, comprising: receiving a desired position for a given structure; determining at least one neighboring structure being connected to the given structure, the given structure and the neighboring structure each comprising at least one frontier defining a space; modifying at least one characteristic for the given structure and the at least one neighboring structure as a function of a relative position therebetween, thereby obtaining a modified given structure and a modified neighboring structure; and outputting the modified given structure and the modified neighboring structure.

In one embodiment, the step of modifying at least one characteristic comprises modifying at least one of a visual characteristic and a collision characteristic for the given structure and the at least one neighboring structure.

In one embodiment, the virtual environment comprises a video game environment and the given structure and the at least one neighboring structure each comprises at least one platform with which an avatar may interact.

In one embodiment, each one of the given structure and the at least one neighboring structure comprise a virtual exterior representation and a virtual interior representation.

In one embodiment, a scaling ratio exists between the virtual interior and exterior representations so that the virtual interior representation appears larger than the virtual exterior representation.

In one embodiment, a topology of the virtual exterior representation and a topology of the virtual interior representation correspond together. In one embodiment, the method further comprises modifying a location of the given structure from the desired location to a final location according to connection rules in order to connect together the given structure and the at least one neighboring structure, said modifying the at least one characteristic being performed as a function of the final location.

In one embodiment, the step of determining the at least one neighboring structure comprises comparing a perimeter of the given structure to a perimeter of structures surrounding the given structure and determining the at least one neighboring structure being connected to the given structure as a function of the comparison. In one embodiment, the step of modifying comprises changing the at least one of a visual characteristic and a collision characteristic of at least one of a wall, a floor, and a ceiling for the given structure and the at least one neighboring structure.

In one embodiment, the method further comprises one of adding and removing an element in at least one of the given structure and the at least one neighboring structure. In one embodiment, the method further comprises modifying the position of an element contained within at least one of the given structure and the at least one neighboring structure.

According to a second broad aspect, there is provided an apparatus for modifying structures in a platform video game, the apparatus comprising a processing unit and a storing unit, the processing unit being configured for performing the steps of the above- described method.

According to another broad aspect, there is provided a computer program product comprising a computer readable memory storing computer executable instructions thereon that when executed by a computer perform the steps of the above-described method.

According to a further broad aspect, there is provided a system for modifying structures, comprising: a neighbor determining module for receiving a desired position for a given structure, determining at least one neighboring structure being connected to the given structure, and determining a relative position between the given structure and the at least one neighboring structure, the given structure and the at least one neighboring structure each comprising at least one frontier defining a space; and a structure modification module for modifying at least one characteristic for the given structure and the at least one neighboring structure as a function of the relative position therebetween, in order to obtain a modified given structure and a modified neighboring structure, and for outputting the modified given structure and the modified neighboring structure.

In one embodiment, the structure modification module is adapted to modify at least one of a visual characteristic and a collision characteristic for the given structure and the at least one neighboring structure. In one embodiment, the virtual environment comprises a video game environment and the given structure and the at least one neighboring structure each comprises at least one platform with which an avatar may interact.

In one embodiment, each one of the given structure and the at least one neighboring structure comprise a virtual exterior representation and a virtual interior representation. In one embodiment, a scaling ratio exists between the virtual interior and exterior representations so that the virtual interior representation appears larger than the virtual exterior representation.

In one embodiment, the neighbor determining module is further adapted to modify a location of the given structure from the desired location to a final location according to connection rules in order to connect together the given structure and the at least one neighboring structure, the modification of the at least one characteristic being performed as a function of the final location.

In one embodiment, the neighbor determining module is adapted to comparing a perimeter of the given structure to a perimeter of structures surrounding the given structure and determine the at least one neighboring structure being connected to the given structure as a function of the comparison.

In one embodiment, the structure modification module is adapted to change the at least one of a visual characteristic and a collision characteristics of at least one of a wall, a floor, and a ceiling for the given structure and the at least one neighboring structure. In one embodiment, the structure modification module is further adapted to one of add and remove an element in at least one of the given structure and the at least one neighboring structure.

In one embodiment, the structure modification module is further adapted to modify the position of an element contained within at least one of the given structure and the at least one neighboring structure.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features and advantages of the present invention will become apparent from the following detailed description, taken in combination with the appended drawings, in which:

Fig. 1 is a flow chart of a method for modifying structures in a platform video game, in accordance with an embodiment;

Figs. 2a-2h schematically illustrate different rules for interconnecting structures together, in accordance with an embodiment; Figs. 3a and 3b illustrate the exterior and the interior of a house, respectively, in accordance with an embodiment;

Figs. 4a and 4b illustrate the exterior and the interior of two independent houses, respectively, in accordance with an embodiment;

Figs. 5a and 5b illustrate the exterior and the interior of two houses positioned side-by- side and horizontally aligned, respectively, in accordance with an embodiment;

Figs. 6a and 6b illustrate the exterior and the interior of two houses positioned one on top of the other and vertically aligned, respectively, in accordance with a first embodiment;

Figs. 7a and 7b illustrate the exterior and the interior of two houses positioned one on top of the other and vertically misaligned, respectively, in accordance with a first embodiment;

Figs. 8a and 8b illustrate the exterior and the interior of two houses positioned side-by- side and horizontally misaligned, respectively, in accordance with an embodiment; Figs. 9a and 9b illustrate the exterior and the interior of three houses connected together, respectively, in accordance with a first embodiment;

Figs. 10a and 10b illustrate the exterior and the interior of two houses positioned one on top of the other and vertically misaligned, respectively, in accordance with a second embodiment;

Figs. 1 la and l i b illustrate the exterior and the interior of two houses positioned one on top of the other and vertically aligned, respectively, in accordance with a second embodiment;

Figs. 12a and 12b illustrate the exterior and the interior of three houses connected together, respectively, in accordance with a second embodiment;

Fig. 13a schematically illustrates three houses connected together side-by-side, in accordance with and embodiment;

Fig. 13b schematically illustrates two connected houses of the three houses illustrated in Figure 13a, in accordance with an embodiment; Fig. 13c schematically illustrates two unconnected houses of the three houses illustrated in Figure 13a, in accordance with an embodiment;

Figs. 14a-14d illustrate different connection scenarios between two houses forming a block and a third house, in accordance with an embodiment.

Fig. 15 is a block diagram of a system for modifying structures in a platform video game, in accordance with an embodiment;

Fig. 16a illustrates the exterior of three wood houses, in accordance with an embodiment;

Fig. 16b illustrates the interior of one of the three wood houses of Fig. 16a, in accordance with an embodiment;

Figs. 17a and 17b illustrate the interior and exterior of two wood houses positioned one on top of the other, respectively, in accordance with an embodiment;

Figs. 18a and 18b illustrate the interior and exterior of six wood houses, respectively, in accordance with a first embodiment; Figs. 19a and 19b illustrate the interior and exterior of six wood houses, respectively, in accordance with a second embodiment;

Figs. 20a and 20b illustrate the interior and exterior of six wood houses, respectively, in accordance with a third embodiment; Figs. 21a and 21b illustrate the interior and exterior of six wood houses, respectively, in accordance with another embodiment; and

Figs. 22a and 22b illustrate the interior and exterior of six wood houses, respectively, in accordance with a further embodiment.

It will be noted that throughout the appended drawings, like features are identified by like reference numerals.

DETAILED DESCRIPTION

There is described a method and system for allowing a player of a platform video game to move structures such as buildings, and connect them together while automatically maintaining visual and/or gameplay coherence. The player is provided with an onscreen character or avatar which may move in a game world. For example, the avatar may walk, run, jump from or to platforms, etc. The game world comprises structures such as buildings, and the player may change the location of the structures and connect them together according to connection rules. Once connected together, the visual and/or collision characteristics of the connected structures are modified in order to automatically maintain visual and/or gameplay coherence.

In the context of a video game, a structure is defined as a space separated by frontiers from the rest of the game world, in which or on which an avatar may move. Furthermore, a structure comprises at least one platform for receiving the avatar. The frontiers may comprise walls, floors, windows, doors, ceiling, hedgerows, fences, and the like. For a 2D game, a structure may be seen as a surface separated from the rest of the game world by frontiers. For a 3D game, a structure may be seen as a volume separated from the rest of the game world by frontiers. Examples of structures comprise houses, building, donjons, dojos, castles, boats, cars, rooms, fenced fields, and the like. It should be understood that a structure may have any adequate shape. For example, a 2D structure may be square, rectangular, circular, L-shaped, U-shaped, etc. A 3D structure may be spherical, cubic, etc.

In one embodiment, a structure may have an interior representation and an exterior representation within the video game. At least one of the interior and exterior representations comprises at least one platform. The interior and exterior representations may be connected together so that an avatar may enter and exit the interior representation of the structure. In another embodiment, the structure may only have an exterior representation within the video game. In a further embodiment, the structure may only have an interior representation within the video game.

Figure 1 illustrates one embodiment of a method 10 for modifying structures in a platform video game while automatically ensuring visual and/or gameplay coherence. In the platform video game, a player is provided with an avatar that may move within a game world. The game world comprises at least two structures of which at least one may be moved by the player. In one embodiment, each structure is provided with at least one platform on which the avatar may stand.

In one embodiment, the gameplay coherence refers to the fact that the game must remain playable after moving a structure, i.e. the avatar must be able to move in a coherent fashion after moving a structure. For example, after connecting together two structures in which the avatar may move, the new space formed by the two structures remains accessible for the avatar.

In one embodiment, the visual coherence refers to the fact that the game world must remain realistic and/or plausible for the player after moving a structure.

Each element of the video game, i.e. the avatar, the structures, the components of the structures, and the like, are provided with visual characteristics and collision characteristics. The visual characteristics of an element determine whether the element should be displayed or not to the player. The collision characteristics for an element determine whether the element may interact or collide with other elements, i.e. whether the element is a collider or not, and the type of collider. For example, an avatar is usually displayed to the player and is usually a collider so that it may interact with other elements of the video game. A platform is usually displayed to the player and is usually a collider so that the avatar may interact with the platform. For example, the avatar may stand on the platform. It should be understood that a platform may also be provided with given visual characteristics such that the platform may be invisible for the player while the avatar can still stand on it. In another example, if an element such as a statue is not a collider, the avatar will not be able to interact with the element. For example, the statue may only be a decorative element. However, if the statue is a collider, then the avatar may interact with it. For example, the avatar may take and hold the statue, stand on the statue, and/or the like.

In one embodiment, different types of colliders may exist. A collider may be simple, oneway, two-way, trigger collider, and the like. A simple collider is an element which cannot be crossed by other colliders. For example, a wall of a building may be a collider such that an avatar cannot cross the wall. A one-way collider is a collider which can be crossed by other colliders only in one direction such as downwardly. A two-way collider is a collider which can be crossed by other colliders in two directions such as downwardly and upwardly. A trigger collider is a collider which triggers an action when interacting with another collider. For example, a door may be a trigger collider. In this case, when an avatar collider interacts with the door, the door opens. Referring back to Figure 1, the first step 12 of the method 10 comprises receiving a desired location for a given structure. The given structure is composed of a plurality of elements each having visual and collision characteristics and at least one of the structure elements is a platform.

For example, a player selects a given structure, such as a given house, and moves the given house from an initial position to the desired position.

At step 14, a determination of at least one neighboring structure to which the given structure is connected is performed. The given structure is connected to a neighboring structure if the two structures are adjacent together or in contact together, i.e. their frontiers are adjacent together or at least partially superimposed together. The neighboring structure is also composed of a plurality of elements each having visual and collision characteristics. In one embodiment, at least one of the neighboring structure elements comprises a platform.

Referring back to the example, the given house when in the desired position is adjacent to a further house so that the two houses be demise. In this case, the given house and the further house are then connected together, and the further house is then considered as a neighboring and connected house.

At step 16, the visual and/or collision characteristics of at least one element of the given and/or neighboring and connected structure are modified in order to maintain a visual and/or gameplay coherence for the player. The visual and/or collision characteristics of the given structure are modified as a function of the location of the neighboring and connected structure, and visual and/or collision characteristics of the neighboring and connected structure are modified as a function of the location of the given structure. In one embodiment, the modifications of the visual and/or collision characteristics are performed according to a set of predefined modification rules. Referring back to the example of the two demise houses, both the visual and collision characteristics of the demise walls are changed. A first predefined modification rule may indicate that the demise walls become invisible for the player and they are no more colliders so that the avatar may pass from the given house to the neighboring house, and vice versa. Another predefined modification rule may indicate that the demise walls remain visible for the player but they are no more colliders so that the avatar may pass through them. A further predefined modification rule may indicate that the demise walls remain visible and they are still colliders except for a portion of demise walls which is replaced by a door.

At step 18, the given structure and the neighboring and connected structure both with modified visual and/or collision characteristics are output.

It should be understood that if the given structure is moved to another location, then the method 10 is applied to the previously neighboring and connected structure to determine whether its visual and collision characteristics should be modified. For example, the previously neighboring and connected structure may come back to its initial state, i.e. the visual and/or collision characteristics of the elements of the previously neighboring and connected structure go back to their initial value before the connection of the two structures. The method 10 is then performed in order to determine the visual and/or collision characteristics for the given structure in accordance with new neighboring structure(s), if any.

In one embodiment, the method 10 further comprises a step of modifying the location of the given structure from the desired location to a final location according to connection rules. For example, the given structure may have a set of predetermined locations relative to the neighboring structures, and if the desired location at which the player moved the given structure does not correspond to one of the predetermined locations, then a final location corresponding to one of the predetermined locations is determined. The connection rules may compensate for an approximate placement of the given structure by the player. It should be understood that if the location of the given structure is modified, then the final location is output at step 18.

Figures 2a and 2b illustrate an example in which no connection rules are used for modifying the desired location of a given structure. In Figure 2a, a user moves a structure 20 from an initial position (not shown) on top of a structure 22 so that the structures 20 and 22 are not adjacent together. In this case, the structure 20 stays where the player positioned it, and no connection between the structures 20 and 22 is performed, as illustrated in Figure 2b. Therefore, no modifications to the visual and/or collision characteristics of the structures 20 and 22 are performed. Figures 2c-2h illustrate some exemplary connection rules for modifying the desired location of a given structure.

In Figure 2c, the player moves the structure 20 in the same position as in Figure 2a. However, a connection rule automatically drops the structure 20 until the structure 20 is in contact with a ground or another structure. In this case, the structure 20 drops partially on top of the structure 22, as illustrated by arrow 24, and stays on top of the structure 22 in a final position, as illustrated in Figure 2d. It should be understood that, if the player directly positions the structure 20 on top of the structure 22, then no location modification is performed.

In Figure 2e, the player brings the structure 20 in a position where it partially overlaps the structure 22. A connection rule prevents any overlapping or superimposition of structures. In this case, a new position for the structure 20 relative to the structure 22 is determined. For example, the structure 20 may be translated upwardly to lie on top of the structure 22, as illustrated in Figure 2f. In another example, the structure 20 may be translated horizontally and dropped on the ground to be positioned side-by-side with the structure 22. It should be understood that other translations may be performed for connecting the structures 20 and 22 together while preventing any overlapping between the two structures 20 and 22.

It should also be understood that the connection rules may tolerate structure overlapping. For example, the structure 20 could stay in the position illustrated in Figure 2e.

Figures 2g and 2h illustrate a further connection rule which tolerates structure overlapping. As illustrated in Figure 2g, the player positions the structure 20 so that it slightly overlaps with the structure 22. Dashed lines 26 illustrated in Figure 2g form a grid and represent possible overlapping positions for the structure 20. A connection rule automatically translates vertically and horizontally the structure 20 so that it be aligned with the dashed lines 26, as illustrated in Figure 2h. It should be understood that if the player positions the structure 20 directly in the position illustrated in Figure 2h, then the structures 20 and 22 are directly connected together.

Figures 3a and 3b illustrate one exemplary structure in the shape of a house 30 having an exterior component 32 and an interior component 34. The exterior component 32 of the house 30 comprises a front wall 36, a side wall 38, a roof 40, a door 42 in the front wall 36, a platform 44, and two piloti elements 46 for connecting the house to a ground. The platform 44 is positioned so that an avatar may walk along the front wall 36 of the house.

While the house 30 is to be connected to the ground via two piloti elements 46, it should be understood that the number and/or shape of the piloti elements 46 may vary. For example, a single piloti element in the shape of a tree or a glacier may be used for connecting the house 30 to the ground. Alternatively, the piloti elements 46 may be omitted.

The interior component 34 of the house 30 comprises five floor elements 50a-50e positioned side-by-side to form a floor, five ceiling elements 52a-52e positioned side-by- side to form a ceiling, four wall elements 54a-54d positioned one on top of the other to form a left wall connecting the ceiling to the floor, and four wall elements 56a-56d positioned one on top of the other to form a right wall connecting the ceiling to the floor. The interior component 34 further comprises five platforms 58 positioned therein and on which the avatar may jump to or from. Each platform is a one-way or two-way collider for allowing the avatar to jump thereto and/or therefrom. When the house 30 is in an unconnected state, i.e. when it is not connected to another house, the elements of the external component 32 of the house 30 have the following visual characteristics: the walls 36 and 38, the roof 40, and the door 42 are displayed to be visible by the player while the platform 44 is not displayed. Furthermore, the components of the external component 32 of the house 30 have the following collision characteristics: the walls 36 and 38, and the roof 40 are not colliders so that an avatar cannot interact with them while the platform 44 is a simple collider so that the avatar may walk thereon. The door 42 is a trigger collider to allow the avatar to enter and exit the interior 34 of the house 30. It should be understood that the roof 40 may be a collider so that the avatar may jump thereto or therefrom. When the house 30 is in the unconnected state, the elements of the internal component 34 of the house 30 have the following visual characteristics: the floor elements 50a-50e, the ceiling elements 52a-52e, the wall elements 54a-54d and 56a-56d, the platforms 58, and the door 42 are all displayed so as to be visible by the player. Furthermore, the elements of the internal component 34 of the house 30 have the following collision characteristics: the floor elements 50a-50e, the ceiling elements 52a-52e, and the wall elements 54a-54d and 56a-56d are simple colliders so that the avatar may not pass therethrough while the platforms 58 are one-way or two-way colliders so that the avatar may stand on them and pass through them while jumping to and/or from them.

In one embodiment, the perimeter of the front wall 36 is used for determining whether the house 30 is connected to another house. If the perimeter of the front wall 36 of a given house is in contact with the perimeter of the front wall of another house, then the two houses are connected together, and the visual and/or collision characteristics of their internal and external components are modified. If the perimeter of the front wall 36 of two houses are not in contact, then the two houses are not connected and their visual and/or collision characteristics are not modified. While in the present example, the perimeter of the front wall 36 is used for determining whether houses are connected together, it should be understood that other configurations are possible. For example, the exterior perimeter of the whole house 30 may be used for determining whether the house 30 is connected to another one. Figures 4a and 4b illustrate two unconnected houses 30a and 30b. The two houses 30a and 30b lie on a ground 60 and the piloti elements 46 are not displayed to the player. Since the perimeters of the front walls 36 of the houses 30a and 30b are not in contact, the two houses 30a and 30b are not connected together. The two houses 30a and 30b are then in the unconnected state, i.e. the interior and exterior elements of the two houses 30a and 30b have the visual and collision characteristics described above with respect to Figures 3a and 3b.

Figure 4a illustrates the game world in which the avatar may move. By entering through the door 42 of the house 30a, 30b, the avatar enters the house 30a, 30b, respectively, and the interior 34a, 34b, respectively, is displayed to the user. When the avatar exits the interior 34a, 34b, the game world illustrated in Figure 4a is then displayed to the player.

In one embodiment, the house 30b is moved by the player from its position illustrated in Figure 4a to its position illustrated in Figure 5a in which the houses 30a and 30b are side- by-side. It is then determined whether any neighboring house is connected to the house 30b. Since the perimeter of the front wall 36b of the house 30b is in contact with that of the front wall 36a of the house 30a, the house 30b is connected to the house 30a.

The visual and/or collision characteristics of the exterior and interior elements of the house 30a are then modified as a function of the location of the house 30b, and vice versa.

It is determined whether the visual characteristics of houses 30a and 30b should be modified. In the present case, no visual modification to the visual characteristics for the houses 30a and 30b is performed.

In one embodiment, a display rule makes a given house positioned on the right of another house to be displayed after the other house in order to maintain a visual perspective. For example, the house 30b is displayed after the house 30a so that the wall 38 and a portion of the roof 40a of the house 30a are hidden by the house 30b. Referring to Figure 5b, the visual and collision characteristics of at least some components of the interior 34a and 34b of the house 30a and 30b, respectively, are modified. Since the wall portions 56a-56d of the interior 34a are adjacent to the house 30b, their visual and collision characteristics are modified. Similarly, since the wall portions 54a-54d of the interior 34b are adjacent to the house 30a, their visual and collision characteristics are modified. The wall portions 54a-54d and 56a-56d are no more displayed to the player and they are no more colliders so that the avatar may move between the interiors 34a and 34b, when the two houses 30a and 30b are positioned side- by-side, thereby maintaining the gameplay coherence. If the house 30b is moved back to its position illustrated in Figure 4a, the visual and collision characteristics for the houses 30a and 30b are returned in their initial state as described with respect to Figure 4a since the houses 30a and 30b are then unconnected.

In one embodiment, the house 30b is moved by the player from its position illustrated in Figure 4a to its position illustrated in Figure 6a in which the house 30b is on top of the house 30a. It is then determined whether any neighboring house is connected to the house 30b. Since the perimeter of the front wall 36b of the house 30b is in contact with that of the front wall 36a of the house 30a, the houses 30a and 30b are connected together.

The visual and/or collision characteristics of the exterior and interior elements of the house 30a are modified as a function of the location of the house 30b, and vice versa.

The visual characteristics of the roof 40a of the house 30a are modified so that the roof 40a is no more displayed to the player. When the houses 30a and 30b are positioned one on top of the other as illustrated in Figure 6a, the roof 40a overlaps with the front wall 36b of the house 30b. The visual characteristics of the roof 40a are modified so that the roof 40a, which overlaps with the front wall 36b, be no more displayed in order to maintain a visual coherence.

Referring to Figure 6b, the visual and collision characteristics of at least some components of the interior 34a and 34b of the house 30a and 30b, respectively, are modified. Since the ceiling portions 52a-52e of the interior 34a are adjacent to the house 30b, their visual and collision characteristics are modified. The ceiling portions 52a-52e are no longer displayed to the player and they are no more colliders so that the avatar may pass through them.

Similarly, since the floor portions 50a-50e of the interior 34b are adjacent to the house 30a, their visual and collision characteristics are modified. The floor portions 50a and 50c-50e of the interior 34b are no longer displayed to the player and they are no more colliders so that the avatar may pass through them, while the floor portion 50b of the interior 34b remains visible but becomes a one-way or two-way collider so that the avatar may still access the door 42 of the house 30b. This allows maintaining gameplay coherence. While the houses 30a and 30b are vertically aligned in Figures 6a and 6b, Figures 7a and 7b illustrate one embodiment in which the house 30b is moved by the player from its position illustrated in Figure 4a on top of the house 30a while being vertically misaligned with the house 30a. It is then determined whether any neighboring house is connected to the house 30b. Since the perimeter of the front wall 36b of the house 30b is in contact with that of the front wall 36a of the house 30a, the houses 30a and 30b are connected together.

The visual and/or collision characteristics of the exterior and interior elements of the houses 30a and 30b are modified as a function of the relative position of the houses 30a and 30b. When the houses 30a and 30b are positioned one on top of the other as illustrated in Figure 7a, the roof 40a of the house 30a overlaps with the front wall 36b of the house 30b. Therefore, the visual characteristics of the roof 40a are modified so that the roof 40a, which overlaps with the front wall 36b, be no longer displayed in order to maintain a visual coherence. Furthermore, one piloti structure 46 appears to connect the house 36b to the ground 60.

Referring to Figure 7b, the visual and collision characteristics of at least some components of the interior 34a and 34b of the house 30a and 30b, respectively, are modified. Since the ceiling portions 52d and 52e of the interior 34a are adjacent to the house 30b, their visual and collision characteristics are modified. The ceiling portions 52d and 52e are no longer displayed to the player and they are no more colliders so that the avatar may pass through them. Similarly, since the floor portions 50a and 50b of the interior 34b are adjacent to the house 30a, their visual and collision characteristics are modified. The floor portion 50a of the interior 34b is no longer displayed to the player and they are no more colliders so that the avatar may pass through them, while the floor portion 50b of the interior 34b remains visible but becomes a one-way or two-way collider so that the avatar may still access the door 42 of the house 30b. This allows maintaining gameplay coherence.

While the houses 30a and 30b are horizontally aligned in Figures 5a and 5b, Figures 8a and 8b illustrate one embodiment in which the house 30b is moved by the player from its position illustrated in Figure 4a on a side of the house 30a while being horizontally misaligned with the house 30a. It is then determined whether any neighboring house is connected to the house 30b. Since the perimeter of the front wall 36b of the house 30b is in contact with that of the front wall 36a of the house 30a, the houses 30a and 30b are connected together.

The visual and/or collision characteristics of the exterior and interior elements of the houses 30a and 30b are modified as a function of the relative position of the houses 30a and 30b. When the houses 30a and 30b are positioned side-by-side as illustrated in Figure 8a, it is determined whether the visual characteristics of the houses 30a and 30b should be modified. In the present case, no visual modification to the visual characteristics for the houses 30a and 30b is performed. Referring to Figure 8b, the visual and collision characteristics of at least some components of the interior 34a and 34b of the house 30a and 30b, respectively, are modified. Since the wall portions 56a and 56b of the interior 34a are adjacent to the house 30b, their visual and collision characteristics are modified. The wall portions 56a and 56b are no longer displayed to the player and they are no more colliders so that the avatar may pass through them.

Similarly, since the wall portions 54c and 54d of the interior 34b are adjacent to the house 30a, their visual and collision characteristics are modified. The wall portions 54c and 54d of the interior 34b are no more displayed to the player and they are no more colliders so that the avatar may pass through them. This allows maintaining gameplay coherence. While the wall portions 56a and 56b of the house 30a, and the wall portions 54c and 54d of the house 30b are no longer displayed and they are no more colliders to create a passage between the houses 30a and 30b corresponding to two wall portions, it should be understood that other configurations may be possible. For example, a passage corresponding to a single wall portion may be created by changing the visual and collision characteristics of only the wall portion 54d of the house 30a and the wall portion 56a of the house 30b.

Figures 9a and 9b illustrate one embodiment in which a house 30c is positioned on top the houses 30a and 30b illustrated in Figures 5a and 5b. It is then determined whether any neighboring house is connected to the house 30c. Since the perimeter of the front wall 36c of the house 30c is in contact with the perimeter of the front wall 36a of the house 30a and the perimeter of the front wall 36b of the house 30b, the house 30c is connected to the houses 30a and 30b.

The visual and/or collision characteristics of the exterior and interior elements of the houses 30a, 30b, and 30c are modified as a function of their relative position.

When the house 30c is positioned on top of the houses 30a and 30b, the roofs 40a of the houses 30a and 30b overlap with the front wall 36c of the house 30c. Therefore, the visual characteristics of the roof 40a of the houses 30a and 30b are modified so that their roofs are no longer displayed. Referring to Figure 9b, the visual and collision characteristics of at least some components of the interior 34a, 34b, and 34c of the houses 30a, 30b, and 30c, respectively, are modified. Since the ceiling portions 52d and 52e of the interior 34a and the ceiling portions 52a, 52b, and 52c of the house 30b are adjacent to the house 30c, their visual and collision characteristics are modified. The ceiling portions 52d and 52e of the interior 34a and the ceiling portions 52a, 52b, and 52c of the house 30b are no longer displayed to the player and they are no more colliders so that the avatar may move between the interiors 34a and 34b, and 34c.

Similarly, since the floor portions 50a-50e of the interior 34c are adjacent to the interior 34a and 34b, their visual and collision characteristics are modified. The floor portions 50a and 50c-50e of the interior 34c are no longer displayed to the player and they are no more colliders so that the avatar may pass through them, while the floor portion 50b of the interior 34c remains visible but becomes a one-way or two-way collider so that the avatar may still access the door 42 of the interior 34c. This allows maintaining gameplay coherence.

While in Figures 8a and 8b, the floor portion 50a of the house 30b is no longer visible and is no more a collider, Figures 10a and 10b illustrates one embodiment in which the floor portion 50a of the house 30b remains visible and becomes a one-way or two-way collider after the house 30b is connected with the house 30a. This allows the avatar to stand on the floor portion 50a of the house 30b and to jump thereto or therefrom.

Similarly, while in Figures 6a and 6b, the floor portions 50a and 50c-50e of the house 30b are no longer visible and are no more colliders, Figures 1 1a and l i b illustrates one embodiment in which the floor portions 50a and 50c-50e of the house 30b remain visible and become one-way or two-way colliders after the house 30b be connected with the house 30a. This allows the avatar to stand on the floor portions 50a and 50c-50e of the house 30b and to jump thereto or therefrom. In one embodiment, objects or elements may appear while connecting houses together, as illustrated in Figures 12a and 12b. When connecting the house 30c on top of the houses 30a and 30b, some platforms 58 of the houses 30a and 30b disappear, i.e. they are no longer visible and no longer colliders, and an object 62 appears, i.e. the object 62 becomes visible and may be a collider or not. In another embodiment, some of the platforms may become invisible for the player while remaining colliders to become invisible platforms.

In one embodiment, the position of at least one element may be changed while connecting houses together while modifying or not its visual and collision characteristics. For example, the position of at least one platform 58 may be changed when connecting two houses 30 together.

In the above examples, a scaling factor is applied between the interior 36 and exterior 34 representations of the house 30. The interior 36 of the house appears larger than the exterior 34 of the house 30. This may be seen by comparing the dimension of the door 42 with the width of the front wall 36 and the width of the interior ceiling 50a-50e. It should be understood that other configurations in which no scaling factor is applied are possible. In this case, the dimensions of the exterior 34 of the house 30 correspond to the dimensions of the interior 36 of the house 30. In one embodiment, having a scaling factor between the interior and exterior representations allows an avatar to travel faster between houses. It may also allow having a better global view of the game world.

In one embodiment, the topology of the exterior representation of a structure such as a house, and the topology of the interior representation for the same structure correspond together. For example, if the exterior representation of a given house has a rectangular perimeter, the interior representation of the given house also comprises a rectangular perimeter. The perimeters of the interior and exterior representations may be proportional together. This allows for combining structures while moving the exterior representations of the structures to be combined together.

While the house 30 is connected to the ground 60 via piloti elements 46, it should be understood that the house may be positioned within the game world while being unconnected to the ground.

While the platforms 58 are represented by rectangles 48, it should be understood that a platform may have any shape for receiving an avatar thereon. For example, a platform 48 may have a circular shape, a triangular shape, and the like.

Figure 13a schematically illustrates three houses 70, 72, 74 lying on a ground 75 side-by- side. The houses 70, 72, and 74 have been previously connected together and their visual and collision characteristics have been modified using the previously-described method 10. For example, the visual characteristics of the demise walls of the houses 70, 72, and 74 have been changed so that the demise walls are no longer visible (as illustrated by the dashed line), and the collision characteristics of the demise walls have been modified so that the demise walls are no longer colliders.

At Figure 13b, the house 70 is removed. In this case, the remaining houses, i.e. houses 72 and 74, return in their initial state before being connected with the house 72. The method 10 is applied for each remaining house, i.e. houses 72 and 74. For each remaining house, it is determined whether another house is connected thereto. For example, the visual and collision characteristics of the house 74 remain unchanged since the removal of the house 70 does not affect the house 74. However, the house 72 is affected by the removal of the house 70 since the number of houses connected to the house 72 has changed. Since the house 72 has no longer a house connected thereto on the left side, the visual and collision characteristics of the left wall 72a are modified while the characteristics of the right wall remain unchanged. The left wall 72a returns to an unconnected state, i.e. the wall 72a becomes visible and the wall 72a becomes a collider.

At Figure 13c, the central house 72 is removed from the assembly. In this case, both houses 70 and 74 are affected by the removal of the house 72. The visual and collision characteristics of the houses 70 and 74 return in the unconnected state.

Figure 14a schematically illustrates two houses 76 and 77 connected together and an independent house 78, all lying on a ground 79. Once connected together, the houses 76 and 77 form a block that may be moved as a single piece. Figure 14b illustrates a first configuration in which the block formed by the houses 76 and 77 is positioned on top of the house 78 so that both houses 76 and 77 are partially supported by the house 78. In this case, the visual and collision characteristics of the floor of the houses 76 and 77, and those of the ceiling of the house 78 are modified as described above. Figure 14c illustrates a second configuration in which the block formed by houses 76 and 77 is positioned on top of the house 78 so that only the house 76 is partially supported by the house 78. In this case, only the visual and collision characteristics of the floor of the house 76 and the ceiling of the house 78 are modified as described above. In one embodiment, a piloti structure extending from the ground 79 to the floor of the house 77 may appear.

In one embodiment, a connection rule may have the house 77 dropped on the ground 79, as illustrated in Figure 14d. In this case, the visual and collision characteristics of the right wall of the houses 76 and 78 are modified as described above. While they may remain unchanged, it should be understood that the visual and collision characteristics of the left wall of the house 77 may changed. For example, the whole left wall of the house may disappear when the house 77 is connected to the house 76 while only a portion of the left wall of the house 77 may disappear when connected to the house 78d.

While in the above example, the houses 76 and 77 form a block that may be moved as a single piece once they have been connected together, it should be understood that other configurations are possible. For example, once connected together, the houses 76 and 77 may be moved independently from one another.

It should be understood that the above-described method for generating a video game structure may be embodied as a storage medium having stored thereon statements and instructions for performing the steps of the above method, when executed by a processing unit.

It should also be understood that the above-described method for generating a video game structure may be embodied as an apparatus or device comprising at least a processing unit and a storage unit. The storage comprises statements and instructions for performing the steps of the above-described method stored thereon, and the processing unit is configured for executing the statements and instructions in order to perform the steps of the method.

In one embodiment, the device or apparatus is a computer machine connectable to a display unit for displaying the video game to a user. For example, the device or apparatus may be a computer, a game console, or the like. In another embodiment, the display unit may be integrated within the device or apparatus. For example, the apparatus or device may be a smart phone such as an iPhone™, a tablet such as an iPad™, a handheld/portable game console, or the like.

In a further embodiment, the device or apparatus may be a server connected to a user machine via a telecommunication link such as a wireless connection, a telecommunication network, etc. In this case, the server is adapted to perform the steps of the above-described method and transmit the modified structures to the user machine.

Figure 15 illustrates one embodiment of a system 80 for modifying structures in a platform video game. The system 80 comprises a neighbor determining module 82 and a structure modification module 84 connected together. The neighbor determining module 82 is adapted to receive a desired position for a given structure and determine at least one neighboring structure that is connected to the given structure. The neighbor determining module 82 monitors the structures surrounding the given structure to determine whether the given structure is in physical contact with another structure. The neighbor determining module 82 accesses a database in which information about the game world, such as the position of the structures and their characteristics, is stored. Using the desired position for the given structure and the positions of the other structures stored in the database, the neighbor determining module 82 determines whether the given structure is connected to at least another structure, i.e. determines the neighbor and connected structure(s). The neighbor determining module 82 then transmits, to the structure modification module 84, the identification of the given structure and the neighbor and connected structures along with the relative position between the given structure and the neighbor and connected structures Referring back to the examples illustrated in Figures 3a- 12b, the neighbor determining module 82 determines whether the perimeter of the front wall 36 of a given house 30 is in contact with the perimeter of the front wall of at least another structure. If so, the structures are then connected.

In one embodiment, the neighbor determining unit 82 is adapted to determine a neighbor structure for the given structure and further connect the neighbor and given structures together according to connection rules, as described above.

The structure modification module 84 is adapted to modify the visual characteristics and/or collision characteristics of the given structure and its connected structures as a function of the relative position therebetween and predefined modifications rules, in order to obtain a modified given structure and a modified neighboring structure as described above. The predefined modification rules are stored in a memory which may be internal or external to the structure modification module 84. The neighbor determining module 82 is further adapted to output the modified given structure and the modified neighboring structure, which are then displayed to the player. In one embodiment, the platform video game is provided with two modes, i.e. an edit mode and a game mode. When in the game mode, the player may control his avatar and play the video game. When in the edit mode, the player may change the position of at least some of the structures present in the game world. Once he has changed the position of the structures, the player goes back to the game mode and may control his avatar again. Figure 16a illustrates a game world in which a ninja avatar may move and jump onto or from platforms, and which comprises three wood houses. Each wood house has an exterior representation in the game world and an interior representation that may be accessed by the avatar via a door.

As illustrated in Figure 16b, a scaling ratio exists between the interior and exterior representation for each wood house. The interior representation appears five times larger than the exterior representation.

Figure 17a illustrates the exterior representation of two wood houses stacked one on top of the other. As may be seen, the avatar may stand on a platform on top of the bottom wood house. Figure 17b illustrates the interior representation of the two wood houses of Figure 17a. While the ceiling of the bottom wood house and the floor of the top wood house remains visible, the ceiling of the bottom wood house is no longer a collider so that the avatar may pass therethrough and the floor of the top wood house is a one-way or two-way collider so that the avatar may stand thereon and jump thereon or therefrom.

Figures 18a and 18b illustrates the interior and exterior representations of six wood houses connected together side-by-side, respectively. The demise walls, while remaining apparent, are no more colliders so that the avatar may pass from one wood house to another.

Figures 19a and 19b illustrate a first connection configuration for six wood houses. Figure 19a illustrates the interior representation of six wood houses while Figure 19b illustrates the exterior representation of six wood houses. Figures 20a and 20b illustrate a second connection configuration for six wood houses. Figure 20a illustrates the interior representation of six wood houses while Figure 20b illustrates the exterior representation of six wood houses.

Figures 21a and 21b illustrate another connection configuration for six wood houses. Figure 21a illustrates the interior representation of six wood houses while Figure 21b illustrates the exterior representation of six wood houses.

Figures 22a and 22b illustrate a further connection configuration for six wood houses. Figure 22a illustrates the interior representation of six wood houses while Figure 22b illustrates the exterior representation of six wood houses. While the structures illustrated in Figures 3a- 12b and 16a-22b have an exterior component and an interior component both connected together by a connection/gateway for allowing an avatar to enter/exit the interior of the structure, it should be understood that a structure may be provided with only an exterior component or only an interior component.

Other players may access the connected structures of the player.

In one embodiment, the above-described method and system provides a good degree of freedom to the player to construct a world that would be distinct from that of other players, that is visually pleasing and that maintains the gameplay coherence of the game. In one embodiment, the above-described method and system provides a high visual quality of the worlds created, that goes far beyond what a "Lego™ type" building block system would provide.

In one embodiment, the world building can be an integral part of the game itself. The player can then adventure in other worlds to find new resources to help build his own world.

In one embodiment, through the use of a server, a very rich game universe can be obtained by interconnecting multiple player worlds together, and for a very modest cost compare to Massively-Multiplayer games.

In one embodiment, the use of social networks like Facebook™ for example is also suited for such a new type of games enabled by the above-described method and system.

In one embodiment, the above-described method and system enables the player to easily create and modify their virtual mode within a platformer/side-scrolling type of game, maintaining visual and gameplay coherence at all time, while providing a good degree of freedom to the player so that his world can be distinctive from other players< worlds. In one embodiment, modifying the visual characteristics of an element comprises modifying the visual appearance of the element. For example, while connecting two structures side-by-side, the wall of one structure may disappear while the wall of the other structure remains visible except that the visual representation of a portion of the visible wall is changed. For example, the portion of the visible wall may be changed to a door. In that case, the portion of the visible wall which was previously a simple collider becomes a trigger collider.

In one embodiment, the modification of the visual and/or collision characteristics of a structure depends on an identification of another structure to which it is connected, in addition to their relative position. For example, first modification(s) of the visual and/or collision characteristics of a given structure may occur when the given structure is connected to a first neighboring structure while second and different modification(s) of the visual and/or collision characteristics of a given structure may occur when the given structure is connected to a second and different neighboring structure. For example, a demise wall may disappear when a given structure is connected side-by-side to a first neighboring structure. In another example, a door appears in the demise wall which remains visible when the given structure is connected side-by-side to a second and different neighboring structure.

In one embodiment, a structure is represented by an interior and an exterior which are connected together by a connection. The connection allows an avatar to enter/exit the interior of the structure. It should be understood that any adequate connection may be used. For example, the connection may be a gateway, a hole, a door, a window, etc.

While they are described in the context of a video game, it should be understood that the present method and system for modifying structures in a virtual environment may be used in other contexts. For example, the present method and system may be used by an architect or an interior architect for designing a house for example. In this case, a structure is defined as a space surrounded by a frontier within a virtual environment. A structure may be a room for a house, and by connecting rooms together, the visual characteristics of the rooms may be changed. For example, by connecting together two rooms, a door may appear in the demise wall between the two connected rooms using the above described method and system. It should be understood that, in this case, the structures are not provided with collision characteristics.

In one embodiment, the above-described method and system provide the capacity to have a game in which any player can easily edit interactive levels, which is automatically visually coherent at every moment and are ready to play. In one embodiment, the above-described method and system provide the capacity to create the interior and exterior of a world simultaneously and the interior and exterior are coherent.

In one embodiment, the above-described method and system provide the ability to create a universe composed of interrelated players-created worlds at a substantially low cost.

In one embodiment, the above-described method and system provide the capacity to have a reward system structure that creates a reward loop between the platformer/side-scrolling and the world building part of the game.

In one embodiment, the above-described method and system provide the capacity to create a platform/side-scrolling game with strong social components that can leverage the use of social networks such as Facebook™.

The embodiments of the invention described above are intended to be exemplary only. The scope of the invention is therefore intended to be limited solely by the scope of the appended claims.