Seraph Hunter Cosmos · VR Project
Execution Roadmap
From World Bible to a living, AI-governed, photorealistic VR cosmos — every phase, every technology, every decision point.
- Ready now
- Mature / shipping
- Emerging / early
- In development
- Your work
World Bible
The canonical foundation — all 8 realms, characters, cosmic rules, series structure, and VR project scope documented and organized.
World Bible (HTML)
All 8 realms documented with the 7-category framework — seraphs, ecology, inhabitants, VR entry points, moral axes.
Librarian Skill (Libby)
Custom Claude skill with six reference files — realms, characters, cosmic rules, series structure, Drive index, VR project.
VR Pitch Deck
A 14-slide investor and partner deck: vision, technology layers, visitor modes, business model, roadmap, Foundation mission.
seraphhunter.com
Live website with star-field homepage, realm grid, character section, books section, and the Baelen AI chatbot.
Cosmos Design
Translate the World Bible into technical specifications an engineering team can build from.
Realm Environment Specs
For each realm: sky colour values, lighting model, weather systems, terrain type, flora and fauna asset lists, ambient soundscape, particle effects.
UE5 referenceconcept art briefsAI Character Specification
For each canonical character: personality prompt, knowledge scope, voice profile, emotional range, interaction boundaries. Plus realm-specific NPC archetypes.
LLM promptsConvai / NVIDIA ACECanonical Anchor Rules
Formal logic for the narrative governance layer: immovable story beats, permitted drift range, visitor-mode freedom levels.
state machinerule engineVisitor Journey Maps
Complete experience flows for Observer, Participant and Agent modes. Entry point (England 1687), realm transitions, session-length targets.
UX designstoryboardingTechnology Selection & Team
Lock in the technology stack, hire or contract the core team, and build proof-of-concept prototypes for each layer.
Rendering Engine
Unreal Engine 5.5+ — Nanite, Lumen, MetaHuman, World Partition. VR support is production-ready.
UE 5.5/5.6NaniteLumen■ PRODUCTION-READY — shipping in AAA titles
AI Character Engine
NVIDIA ACE + Convai — speech recognition to LLM to text-to-speech to Audio2Face lip sync. Deployed in inZOI, PUBG and Naraka.
NVIDIA ACEConvaiNVIGI■ SHIPPING NOW — launched March 2025
Canonical Anchor System
Custom build required. No off-the-shelf narrative governance engine exists. This is the competitive moat.
NeMo Guardrailscustom engine■ MUST BE BUILT — nothing like this exists
VR Hardware Target
Meta Quest 3/4 + PCVR via OpenXR. Quest 4 expected late 2026 or 2027. WebXR for browser preview.
OpenXRQuest 3/4WebXR■ AVAILABLE — Quest 3 shipping; Quest 4 imminent
Core Team
UE5 VR developer, character artist (MetaHuman), AI/LLM engineer, narrative designer, sound designer. Consider a VR studio partnership.
5–8 peopleCloud VR / Streaming
NVIDIA CloudXR or UE5 Pixel Streaming. Not needed for the prototype; critical for the online vision.
CloudXRPixel Streaming■ MATURING — enterprise-grade by 2027–2028
Single-Realm Prototype
One realm (Hala), a 45-minute Observer experience, 12 AI character types, a working canonical anchor. The demo that opens doors.
Hala Environment
Photorealistic northern forests, binary suns, pale orange sky, airship flyovers, ancient elven architecture. Target: 90fps on Quest 3, photorealistic on PCVR.
UE5photogrammetry12 AI Character Types
Halan mind-talkers, Forest Wardens, Alethea’s projection, Hadite clan members, Kumite missionaries. Each with personality, voice and canonical constraints.
NVIDIA ACEMetaHumanCanonical Anchor v1
Story-state engine for the Hala arc. Drift detection — if the visitor strays, an NPC gently redirects. Observer mode only.
Sensory Layer
Spatial audio (forest ambience, mind-talk whispers). Realm-specific particles. Haptic feedback for key moments.
MetaSoundshapticsFull Cosmos Build
All eight realms. Three visitor modes. Multiplayer. The first location-based venues. Direct subscription.
All 8 Realms
Hades, Zulu, Aukum, Elysia, Tian, Omey, Eden — each built to World Bible spec with its own physics, weather and ecology.
Three Visitor Modes
Observer, Participant and Agent — each governed by the canonical anchor at a different freedom level.
Multiplayer / Group Play
Shared spatial anchors for location-based venues and group packages.
■ MATURING — narrative co-op is frontier
Persistent World Memory
NPCs remember returning visitors across sessions.
■ EARLY — production-scale by about 2027
Online Access & Streaming
Browser previews, cloud-streamed VR, subscription platforms.
Cloud-Streamed VR
The full photorealistic experience streamed to lightweight headsets via Pixel Streaming or CloudXR.
■ CONSUMER-SCALE 2028–29
WebXR Browser Preview
A stylized preview on seraphhunter.com — zero download friction. The front door to the Cosmos.
■ BUILDABLE NOW
Direct Subscription
Monthly ($29–$49/mo) and annual narrative passes ($99–$199/yr).
Global Scale
International venue licensing. Localization. Merchandise. The Foundation operational.
Venue Network
Licensed venues worldwide. Per-session royalty plus an annual platform fee. Group packages $500–$5,000 per event.
Localization
AI NPC dialogue in 12 or more languages. Cultural review across all realm-specific content.
Seraph Hunter Foundation
School fees for children in Kenya. Operational from day one of commercial launch.
Built · maturing · not yet
Technology Readiness Audit
Where every critical technology stands today — and when it will be ready.
Photorealistic VR Rendering
UE 5.5/5.6 with Nanite and Lumen. 4K per eye with Quest 4. Near-photorealistic results shipping now.
Real-Time AI NPCs
NVIDIA ACE with Convai or Inworld. Full speech pipeline with facial animation. Sub-200ms latency.
Canonical Anchor System
No existing product. Must be custom-built. The IP moat and the competitive advantage.
Persistent NPC Memory
Session memory works. Cross-session memory is early. Production-scale by 2027.
Cloud VR Streaming
Enterprise-ready around 2027. Consumer-scale 2028–29.
Browser VR (WebXR)
A W3C standard. WebGPU gives 2–3× the performance. Good for preview — not photorealistic.
Haptic Feedback
Gloves and suits under $500. Controller haptics are standard. Ready for the prototype.
Multiplayer Narrative VR
Social VR is mature. Shared narrative with AI NPCs is frontier.
Key decision: “online” means two things
The goal of a hyper-realistic online VR world has two viable paths, and a third that is really a front door.
- Path A — native VR app (photorealistic): built in UE5, distributed via the Quest Store, SteamVR and venues. The technology exists today — the constraint is budget, not tech.
- Path B — cloud-streamed VR (online, photorealistic): the same UE5 experience streamed to any device. Two to three years from consumer scale. Build A first; it becomes B.
- Path C — WebXR preview (online, stylized): a browser gateway on seraphhunter.com. Buildable now. A marketing front door that converts to full VR.
Recommendation: build Path A (phase 4). Build Path C now (phases 2–3). Path B arrives naturally (phase 6).
The one thing that doesn’t exist yet
Every technology here exists or is maturing — except the Canonical Anchor System. No one has built a narrative governance layer for AI-populated VR worlds. It is the biggest risk and the most powerful advantage.
- NeMo Guardrails constrains what an NPC says — not where the story goes
- State machines track player position — not narrative drift
- What is needed: a story-state graph, LLM guardrails, and in-world correction (NPCs redirect, not system messages)
- Design it in phase 2. Prototype it in phase 4. It is the soul of the product.