Technology area: Medical Devices & Mechanical Engineering
4 pending office actions • 1 art units • 3 examiners • 0 of 4 (0%) have an AI response strategy ready • 15 patents granted in the last 365 days
Activision Publishing Inc. has 4 pending office actions in the Medical Devices & Mechanical Engineering technology area. These actions are distributed across 3 distinct examiners but are all located within 1 distinct art unit. THOMAS, ERIC M is the busiest examiner, holding 2 of the pending actions. This structure suggests that while the technical subject matter is consistent across the 1 distinct art unit, the applicant must manage interactions with 3 distinct examiners. The concentration of 2 actions under THOMAS, ERIC M makes this examiner a key figure in the company's current prosecution efforts.
Managing 4 pending office actions within a single art unit provides a level of technical stability for the applicant. However, the involvement of 3 distinct examiners introduces variability in how those technical standards are applied. THOMAS, ERIC M, as the busiest examiner with 2 pending actions, oversees 2 of the 4 pending office actions. This makes the specific preferences and history of THOMAS, ERIC M highly relevant to the overall success of the portfolio. The remaining actions are split between other examiners, requiring the practitioner to balance a primary relationship with THOMAS, ERIC M against the individual styles of the other 3 distinct examiners. This 3-examiner, 1-art unit configuration is common for companies with a specific technical focus.
Difficulty is derived from the rejection statutes on the most recent pending office action. §101-driven and multi-statute cases are graded Hard; §112-only and obviousness-type double-patenting cases are graded Easy; everything else is Medium. "Unknown" means we have not yet parsed a statute for that office action.
| Bucket | Cases |
|---|---|
| §101 + other | 2 (50%) |
| §103 only | 1 (25%) |
| Multi-statute (no §101) | 1 (25%) |
How the docket's pending cases split across USPTO tech-center bands.
Manual office-action response work runs about 10 hours per case. The time-saved bands below show what IP Author's prosecution pipeline typically delivers — a conservative 20% on the low end, 35% in the middle, 50% on the high end.
| Examiner | Apps on this docket | Allow rate | Interview lift |
|---|---|---|---|
| THOMAS, ERIC M | 2 | 69.9% | +14.7% |
| MYHR, JUSTIN L | 1 | 63.9% | +27.9% |
| BODENDORF, ANDREW | 1 | 29.5% | +37.6% |
Multi-statute / §101-driven matters, or cases in front of an examiner with an allow rate under 30%. The top 3 ordered by deadline are shown.
| App # | Title | Examiner | Due in |
|---|---|---|---|
| 18963250 | Methods and Systems for Dynamically Selecting and Modifying Digital Assets Within Game Elements of a Multiplayer Video Game | THOMAS, ERIC M | — |
| 18893034 | Methods and Systems for Generating and Managing Active Objects in Video Games | THOMAS, ERIC M | — |
| 18528239 | Computer-Implemented Methods for Optimized Generation and Selection of Level of Detail Assets for Rendering During Gameplay | BODENDORF, ANDREW | — |
Cases in front of an examiner whose interview lift is 10 percentage points or more — i.e. interviewed cases historically resolve more favorably than non-interviewed ones. The top 4 ordered by deadline are shown.
| App # | Title | Examiner | Due in |
|---|---|---|---|
| 18963250 | Methods and Systems for Dynamically Selecting and Modifying Digital Assets Within Game Elements of a Multiplayer Video Game | THOMAS, ERIC M | — |
| 18893034 | Methods and Systems for Generating and Managing Active Objects in Video Games | THOMAS, ERIC M | — |
| 18733574 | Systems and Methods for Controlling Camera Perspectives, Movements, and Displays of Video Game Gameplay | MYHR, JUSTIN L | — |
| 18528239 | Computer-Implemented Methods for Optimized Generation and Selection of Level of Detail Assets for Rendering During Gameplay | BODENDORF, ANDREW | — |
| Art Unit | Apps |
|---|---|
| 3715 | 2 |
| App # | Title | Examiner | Art Unit | Statutes | Status | Due in | AI | Filed |
|---|---|---|---|---|---|---|---|---|
| 18963250 | Methods and Systems for Dynamically Selecting and Modifying Digital Assets Within Game Elements of a Multiplayer Video Game | THOMAS, ERIC M | — | §101§103DP | Non-Final OA | — | Pending | Nov 27, 2024 |
| 18893034 | Methods and Systems for Generating and Managing Active Objects in Video Games | THOMAS, ERIC M | — | §101§103DP | Non-Final OA | — | Pending | Sep 23, 2024 |
| 18733574 | Systems and Methods for Controlling Camera Perspectives, Movements, and Displays of Video Game Gameplay | MYHR, JUSTIN L | 3715 | §103 | Final Rejection | — | Pending | Jun 04, 2024 |
| 18528239 | Computer-Implemented Methods for Optimized Generation and Selection of Level of Detail Assets for Rendering During Gameplay | BODENDORF, ANDREW | 3715 | §102§103§112 | Non-Final OA | — | Pending | Dec 04, 2023 |
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