Outer Rim Archives
Archives · 2025 · 12229723

Granted patent

Production asset library management

Number
12229723
Published
2025-02-18
Filed
2021-05-20
Assignee
Disney Enterprises, Inc.
Inventors
Navarre; Katharine S. et al.
CPC
G06F16/444; G06F16/45; G06F8/38; G06Q10/101; G06F16/483
Verdict
Set aside asset library management, business
Source
Google Patents · FreePatentsOnline

Abstract

A computing platform including a processing hardware and a memory storing a software code is coupled to at least first and second workstations and a production asset library. The processing hardware executes the software code to send, from the first workstation, a request identifying a production asset and metadata specification to the second workstation, and receive, from the second workstation, a payload including the production asset and production asset data including preview metadata describing a 3D image of the production asset. The software code further provides the 3D image for display on the first workstation or a third workstation, receives, at the first workstation or the third workstation, a validation input for the production asset, and publishes, in response to receiving the validation input, the production asset data to the production asset library.

Background

BACKGROUND (1) Production assets, such as computer generated images for use in movies, television (TV) or streaming content, or video games, for example, are typically produced by members of an on-premises creative team that may include artists, animators, lighting designers, and set designers, to name a few creative roles, and may also involve the participation of off-premises third party vendors of creative services or creative groups who are geographically or departmentally separated from the core team. Production assets are often produced in an iterative process in which a production team member or a third party vendor generates an initial version of a production asset and then other team members or third party vendors modify that initialized production asset multiple times, causing the production asset to be exported off-premises and ingested into an on-premises production asset library or database several times. (2) Nevertheless, the interests of data security and operational efficiency mandate that each production asset be inspected and validated prior to or upon re-ingestion into the on-premises asset library. However, conventional approaches to inspection and validation are typically performed manually, through human review of raw data files accompanying the production asset, which is a time consuming and costly approach that can substantially hinder the process of finalizing the production asset.

Claims

1. A system including a computing platform communicatively coupled to at least a first workstation, a remote second workstation remote from the computing platform, and a production asset library, the computing platform comprising a processing hardware, a game engine implemented as a visual development environment and a memory storing a software code configured to provide a multi-mode user interface (UI), the multi-mode UI including a first mode configured for use at the first workstation and a second mode configured for use at the remote second workstation; the processing hardware configured to execute the software code to: send, from the first workstation configured to be used by a first user, a request generated using the multi-mode UI in the first mode, to the remote second workstation configured to be used by a second user different from the first user, the request identifying a production asset and metadata specification; receive, from the remote second workstation via a communication network, a payload produced by the second user at the remote second workstation using the multi-mode UI in the second mode, the payload including the production asset and production asset data including preview metadata describing a three-dimensional (3D) image of the production asset, a metadata type of the preview metadata being selected by the second user subject to one or more predefined constraints; automatically generate, using the game engine and the preview metadata in response to receiving the payload, the 3D image of the production asset for display on one of the first workstation or a third workstation communicatively coupled to the computing platform as part of a validation process for the payload, the third workstation configured to be used by a third user; receive, at the one of the first workstation or the third workstation in response to display of the 3D image of the production asset, a validation input for the production asset from one of the first user or the third user; and publish, in response to receiving the validation input, the production asset data to the production asset library; wherein the game engine implemented as the visual development environment automatically generating the 3D image of the production asset using the preview metadata enables the one of the first user or the third user to validate the production asset visually, in real-time with respect to receiving the payload produced by the second user. || 13. A method for use by a system including a computing platform communicatively coupled to at least a first workstation, a remote second workstation remote from the computing platform, and a production asset library, the computing platform comprising a processing hardware, a game engine implemented as a visual development environment and a memory storing a software code configured to provide a multi-mode user interface (UI), the multi-mode UI including a first mode configured for use at the first workstation and a second mode configured for use at the remote second workstation, the method comprising: sending, by the software code executed by the processing hardware and from the first workstation configured to be used by a first user, a request generated using the multi-mode UI in the first mode, to the remote second workstation configured to be used by a second user different from the first user, the request identifying a production asset and metadata specification; receiving, by the software code executed by the processing hardware, from the remote second workstation via a communication network, a payload produced using the multi-mode UI in the second mode, the payload including the production asset and production asset data including preview metadata describing a three-dimensional (3D) image of the production asset, a metadata type of the preview metadata being selected by the second user subject to one or more predefined constraints; automatically generating, by the software code executed by the processing hardware and using the game engine and the preview metadata in response to receiving the payload, the 3D image of the production asset for display on one of the first workstation or a third workstation communicatively coupled to the computing platform as part of a validation process for the payload, the third workstation configured to be used by a third user; receiving, by the software code executed by the processing hardware, from the one of the first workstation or the third workstation in response to display of the 3D image of the production asset, a validation input for the production asset from one of the first user or the third user; and publishing, by the software code executed by the processing hardware, in response to receiving the validation input, the production asset data to the production asset library; wherein the game engine implemented as the visual development environment automatically generating the 3D image of the production asset using the preview metadata enables the one of the first user or the third user to validate the production asset visually, in real-time with respect to receiving the payload produced by the second user.