Epic Games Defeats Patent Infringement Claim Over Fortnite Virtual Concerts

By: Esha Kher

Epic’s Virtual Concerts 

Epic Games has successfully defended itself against a $32.5 million patent infringement lawsuit over its groundbreaking Fortnite concerts featuring artists like Travis Scott and Ariana Grande.  On May 19, 2025, a federal jury in the Western District of Washington found that Epic did not infringe a patent held by Utherverse Gaming LLC, a company licensing technology for virtual environments. The verdict, delivered after over six hours of deliberation, ended a high-profile trial that raised critical questions about intellectual property in the metaverse.

Epic Games revolutionized in-game experiences with Fortnite concerts—live events where real artists perform as digital avatars in evolving virtual environments. These concerts exemplify the metaverse’s core: a shared, persistent digital space for interactive, social experiences that go beyond traditional gaming. In 2020, pop icon Travis Scott drew over 27 million players to his in-game concert, setting new records for Fortnite. The following year, Ariana Grande headlined the “Rift Tour,” a narrative-driven concert experience that lifted players into a dreamlike, cloudscape environment. These events not only attracted millions of viewers but also generated tens of millions of dollars through merchandise sales and in-game purchases. To meet this demand, Epic looped and replayed each concert over several days.

Utherverse claimed that Epic has utilized three of their patents concerning “multi-instance, multi-user animation platforms” to host repeatable, large scale events for multitudes of participants. However, the jury sided with Epic, reinforcing the difficulty of applying traditional patent frameworks to dynamic, interactive digital performances.

The Lawsuit: Does Replay Mean Infringement? 

In June 2021, Utherverse sued Epic Games, alleging infringement of U.S. Patent No. 9,724,605, which covers technology for “playing back recorded experiences in a virtual world system.” Utherverse claimed that Epic’s technology for managing massive online crowds and replaying events in Fortnite incorporated methods protected by this patent. 

Utherverse alleged that its technology enabled Fortnite concerts to support millions of avatars without overwhelming network bandwidth. The company argued that Epic used similar methods without permission and did so intentionally. 

Epic’s Defense: It is Innovation, Not Infringement

In response, Epic filed a counterclaim in January 2022 denying the allegations and asserting that it developed its concert technology independently using its own Unreal Engine software, which has existed since 1998. Epic argued that Utherverse’s patent covers technology for replaying past events—something that doesn’t apply to Fortnite’s concerts.

While the music was pre-recorded and performers appeared as animated 3D avatars, the concerts themselves were not recordings of prior events. Instead, they were pre-scripted, interactive shows that took place live at scheduled times. Players had to join during those windows, and there was no option to watch the events later, reinforcing that these were real-time experiences—not replays.

Epic’s attorneys further contended that Utherverse’s patent was overly broad, and invalid because the underlying concepts were well-known to professionals in the field at the time the Utherverse patent application was submitted in 2014. The video game publisher has argued in its defense that the patent is invalid because the concepts would’ve been considered obvious, abstract, and conventional to a professional in the field when the patent was sought. Finally, Epic accused Utherverse of contributing nothing to Fortnite’s development while attempting to capitalize on the game’s commercial success.

The Verdict: No Infringement 

The jury concluded that Utherverse failed to meet its burden of proof under the “preponderance of the evidence” standard, which requires showing that it is more likely than not that infringement occurred. To succeed on its infringement claims, Utherverse needed to prove that Epic’s technology fell within the scope of at least one valid patent claim. Infringement can be established either through direct infringement—where every element of a claim is present in the accused product—or under the doctrine of equivalents, which applies when a product performs substantially the same function in the same way to achieve the same result. The jury found no infringement of any of the three patent claims at issue.

While the jury largely rejected Epic’s separate claim that the patent was invalid, they did find one claim—related to how avatar movement is constrained by virtual objects—to be based on routine and conventional technology, as would have been understood by a person skilled in the art in 2014. This part of the verdict engages with the legal standard for patent validity under § 101 of the Patent Act, specifically whether the patent claims involve an “inventive concept” beyond well-understood, routine, or conventional technology.

As a result, Utherverse was awarded no damages, and Epic Games emerged from the trial without liability. The verdict ultimately reflects the legal complexity of applying traditional patent law to novel, immersive digital experiences, particularly when distinguishing between live interactive events and replayed content in virtual worlds.

Conclusion 

The jury’s verdict in Utherverse v. Epic is a landmark moment in the evolving relationship between intellectual property law and the virtual world. By rejecting Utherverse’s infringement claim, the decision highlights the challenges of applying traditional patent frameworks to immersive, real-time digital experiences. While Utherverse claimed its patent covered essential technology for replaying virtual events, the jury ultimately accepted  Epic’s argument that its concerts were original, live performances, not reproductions of past gameplay.

This case highlights the growing tension between innovation and patent enforcement in the virtual world. A ruling in favor of Utherverse could have opened the floodgates for similar lawsuits targeting large platforms and game developers, potentially stifling creativity and experimentation in digital entertainment. As the virtual landscape continues to evolve, so too must the legal frameworks that balance innovation, ownership, and fair competition.

Is Amazon’s APEX the Top Option for Patent Rights?

By: Nicholas Lipperd

Are more avenues to resolve patent disputes a good thing? Patent litigation is a process that can easily cost millions of dollars and which lasts years; it is not exactly an option available to every patent holder. Even with the availability of arbitration, options to protect patents remain limited. Amazon has determined that a private patent evaluation program is a good thing, at least for its Amazon Marketplace. After beta-testing for three years under the name “Utility Patent Neutral Evaluation (UPNE),” Amazon formally implemented its Amazon Patent Evaluation Express (“APEX”) system in 2022, which allows sellers to flag possibly infringing products for Amazon to analyze without the use of the judicial patent system. This system advertises cheap, fast, and fair outcomes to sellers on Amazon Marketplace asserting their utility patent rights, yet has drawn criticism for disproportionately one-sided outcomes leading to its use as a retaliatory tool. Does the fact that this cheap, quick process reduces barriers to litigation offset these shortcomings? Should Amazon make changes to its process to achieve more balanced results?

A case brought in Federal Court for patent infringement takes two to four years to adjudicate, not including an additional year if an appeal is sought. Intrinsically tied to this lengthy timeline is the hefty price tag. Though the median cost for patent infringement cases with $1 million-$10 million at risk fell 250% from 2015 -2019, a full patent trial will still average $1.5 million. How does a patent holder without such resources assert the patent’s rights? Arbitration or mediation are cheaper options, at $50,000 on average, but often requires the other side to agree to participate. When the patent owner wants the patent rights asserted within Amazon Marketplace, though, the owner generally has a cheaper and faster option.

Amazon’s APEX program allows patent holders to have their patents examined by a neutral third-party patent examiner, rather than the United States Patent and Trademark Office (“USPTO”). APEX begins with the patent holder submitting a complaint through Amazon’s Brand Registry, providing the Amazon Standard Identification Numbers (ASINs) of the allegedly infringing sellers and upon which claim in which patent the holder believes the ASINs infringe. For each alleged infringer, Amazon sends a notice and allows up to three weeks for a response. Should Amazon receive no response, such products will be automatically delisted, similar to a default judgment. Upon receipt of the response, an evaluator independent of Amazon and each party is assigned to the issue, and each side is required to pay a $4000 fee, refundable to the winner. The patent holder gets three weeks to submit arguments. The sellers then have two weeks to respond, with the patent holder given one week to submit an optional reply. The evaluator then decides within two weeks, making only the determination if the sellers’ products likely infringe on the patent holder’s claim. It is noteworthy that the APEX evaluator does not make any determination on the validity of the claims in the patent at issue. If the evaluator decides in favor of the seller, the product stays on the platform; if not, the products are removed. There is no appeal process from the evaluator’s decision. The entire process takes fewer than three months, and at a price tag of $4000 per party, creates a fiscal barrier of a fraction of the cost of formal patent litigation.

This process is not, though, without its drawbacks. The patent holder wins a disproportionate amount in APEX proceedings, creating incentives to initiate the process without valid claims. Because the evaluator does not look at the validity of the asserted patent, the accused sellers can do nothing but play defense. In legal terms, they are without the affirmative defense of invalidity. They can’t win, they can only hope to survive. Further, the evaluation is not subject to formal rules like the Federal Rules of Civil Procedure or the Federal Rules of Evidence. The evaluators are hired for their expertise in the patent field, not for their investigative skills in the information provided. With no process of verification from Amazon, patent holders are submitting fraudulent information to obtain favorable judgments. With loose evidentiary rules, a low fiscal barrier, and no chance for the patent to be ruled invalid, the incentives all line up for patent holders to abuse this process, especially considering there is no chance for appeal. Should a competitor be cutting significantly into profits, $4000 is a very low risk for a possibly high reward of ejecting your competition from the market. Tortious interference claims stemming from the APEX process are already coming to light. 

Perhaps the most well-known legal spat involving Amazon’s patent evaluation process is the case of Tineco Intelligence Tech. Co. v. Bissell Inc. (W.D. Wash, 2022). Bissell is a US company that sells vacuums, and Tineco is a Chinese company that does the same. When Bissell initiated a UPNE proceeding, Tineco ignored it, leading to the automatic removal of its products. Tineco moved for a ruling in district court that Bissell’s patent claims were invalid and that their products did not infringe. Luckily, perhaps in part because of the sheer volume of business both entities do, Amazon deviated from its set UPNE/APEX process and reinstated Tineco’s listings before the District Court case finished, though U.S. International Trade Commission (“ITC”) proceedings continued. This case and Amazon’s deviation are seen by some as the exception to the rule. Many entities are still using APEX as a hammer to bludgeon competition into settlements and licensing agreements, despite the tortious interference claims that sometimes follow.

Amazon’s APEX has the potential to be the first of many commercial patent dispute programs due to its budget-friendly, expedited decisions. Yet before it can be considered a system after which other businesses should model their systems, it must rebalance and overcome the issues outlined above. Although a large burden is placed on “neutral evaluators” hired by Amazon, these evaluators currently do not review the patent at issue for invalidity. To establish a more balanced approach and to disincentivize misuse of APEX by predatory sellers, invalidity must be considered. Even if such consideration drives up the required fee slightly, the trade-off would be worthwhile to promote fairness in the process. Amazon has three years of beta-testing under its belt with this system and thus has the data available to see where fraud and misuse are most prevalent. A thorough review of this data should lead to the tightening of its evidentiary standards throughout the process. Despite the name inviting such a pun, APEX must not be allowed to thrive as a predatory tool.

While barriers to justice should not be so high that patent holders may not assert their rights, the process should not be so favorable and easy that it inadvertently incentivizes abuse of the process. Through small tweaks, APEX can continue to serve patent holders’ rights without demanding the time and money that large-scale patent litigation requires.