16. A processor-implemented method for social interactive content development of a plurality of art assets for an interactive video game, comprising: determining proximity relationships amongst the plurality of art assets, each of the art assets being defined for display during execution of the interactive video game; monitoring access to the plurality of art assets; initiating a communication in response to triggering a predefined access threshold set for a specific art asset based on a proximity relationship of the specific art asset to a proximate art asset; wherein the method is executed by a processor.
16. A processor-implemented method for social interactive content development of a plurality of art assets for an interactive video game, comprising: determining proximity relationships amongst the plurality of art assets, each of the art assets being defined for display during execution of the interactive video game; monitoring access to the plurality of art assets; initiating a communication in response to triggering a predefined access threshold set for a specific art asset based on a proximity relationship of the specific art asset to a proximate art asset; wherein the method is executed by a processor. 17. The method of claim 16 , wherein at least one of the plurality of art assets defines a volumetric region in a virtual environment of the interactive video game.