PLAYER TWO

Brand Owner (click to sort) Address Description
PLAYER 2 Player 2 Studios, Inc. 139 Fulton St., #703 New York NY 10038 PLAYER TWO;Brand imagery consulting services; Branding services, namely, consulting, development, management and marketing of brands for businesses and/or individuals; Marketing consultation in the field of esports and gaming; Marketing consulting; Marketing services; Advertising and marketing; Advertising and marketing services, namely, promoting the goods and services of others; Business marketing consulting services;
PLAYER2 DROP ANOTHER 54 Peaceable Street Ridgefield CT 06877 PLAYER TWO;Caps being headwear; jackets; pants; pullovers; shirts; shorts; socks; vests;
PLAYER2 Player 2 54 Peaceable Street Ridgefield CT 06877 PLAYER TWO;Caps being headwear; jackets; pants; pullovers; shirts; shorts; socks; vests;
PLAYERTWO Slaughter, Sebastian 10214 Mt. Gleason Ave. Tujunga CA 91042 A dating app made specifically for gamers. It will provide a space for gamers all over the world to match together for relationships or to game together;PLAYER TWO;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. The present invention provides a picture processing device capable of realizing the detailed shape and pattern of a display object which is far away from a viewpoint and which attracts a game player's attention. For example, a display object (or player) in a soccer game is composed of a small number of polygons to be displayed on a CRT-type display, etc. when the display object is far away from the viewpoint (or camera position). However, even if the player is at a far position, the player will attract the game player's attention when a ball is passed to the player. If the number of polygons composing the player is small in such a situation, the game player will gain an unnatural impression. For example, assuming that a ball rolls to a certain player and this player obtains priority, a priority mark will be displayed above the player's head. Then, it is determined whether or not the player with the priority mark is close to a certain viewpoint. If the player is close to the viewpoint, no change will be made because the player is already composed of many polygons. On the other hand, if the player is far away from the viewpoint, the number of polygons composing the player will be increased to be almost the same as the number of polygons composing other players located close to the viewpoint.