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.
Mature / Shipping
Emerging / Early
In Development
Your Work
World Bible
Complete
2024 – Apr 2026
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 7-category framework. Covering seraphs, ecology, inhabitants, VR entry points, moral axes.
Librarian Skill (Libby)
Custom Claude skill with 6 reference files — realms, characters, cosmic rules, series structure, Drive index, VR project.
VR Pitch Deck
14-slide investor/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 Baelen AI chatbot.
Cosmos Design
Current
Apr – Aug 2026
Translate the World Bible into technical specifications an engineering team can build from.
Realm Environment Specs
For each realm: sky color values, lighting model, weather systems, terrain type, flora/fauna assets list, ambient soundscape, particle effects.
UE5 referenceconcept art briefs
AI Character Specification
For each canonical character: personality prompt, knowledge scope, voice profile, emotional range, interaction boundaries. Realm-specific NPC archetypes.
LLM promptsConvai / NVIDIA ACE
Canonical Anchor Rules
Formal logic for the narrative governance layer: immovable story beats, permitted drift range, visitor-mode freedom levels.
state machinerule engine
Visitor Journey Maps
Complete experience flows for Observer, Participant, and Agent modes. Entry point (England 1687), realm transitions, session length targets.
UX designstoryboarding
Technology Selection & Team
Next
Jun – Oct 2026
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
AI Character Engine
NVIDIA ACE + Convai — speech recognition → LLM → TTS → Audio2Face lip sync. Deployed in inZOI, PUBG, Naraka.
NVIDIA ACEConvaiNVIGI
Canonical Anchor System
Custom build required. No off-the-shelf narrative governance engine exists. This is your competitive moat.
NeMo Guardrailscustom engine
VR Hardware Target
Meta Quest 3/4 + PCVR via OpenXR. Quest 4 expected late 2026/2027. WebXR for browser preview.
OpenXRQuest 3/4WebXR
Core Team
UE5 VR developer, character artist (MetaHuman), AI/LLM engineer, narrative designer, sound designer. Consider VR studio partnership.
5–8 people
Cloud VR / Streaming
NVIDIA CloudXR or UE5 Pixel Streaming. Not needed for prototype, critical for online vision.
CloudXRPixel Streaming
Single-Realm Prototype
Seeking Funding
Oct 2026 – Jun 2027
One realm (Hala), 45-minute Observer experience, 12 AI character types, 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 Quest 3, photorealistic PCVR.
UE5photogrammetry
12 AI Character Types
Halan mind-talkers, Forest Wardens, Alethea’s projection, Hadite clan members, Kumite missionaries. Each with personality, voice, and canonical constraints.
NVIDIA ACEMetaHuman
Canonical Anchor v1
Story-state engine for the Hala arc. Drift detection — if 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.
MetaSoundshaptics
Full Cosmos Build
2027–2029
24–36 months
All eight realms. Three visitor modes. Multiplayer. First LBE venues. DTC subscription.
All 8 Realms
Hades, Zulu, Aukum, Elysia, Tian, Omey, Eden — each built to World Bible spec with unique physics, weather, and ecology.
Three Visitor Modes
Observer, Participant, Agent — each governed by canonical anchor with different freedom levels.
Multiplayer / Group Play
Shared spatial anchors for LBE venues and group packages.
Persistent World Memory
NPCs remember returning visitors across sessions.
Online Access & Streaming
2028–2029
18–24 months
Browser previews, cloud-streamed VR, subscription platforms.
Cloud-Streamed VR
Full photorealistic experience streamed to lightweight headsets via Pixel Streaming / CloudXR.
WebXR Browser Preview
Stylized preview on seraphhunter.com — zero download friction. The “front door” to the Cosmos.
DTC Subscription
Monthly ($29–$49/mo) and annual narrative passes ($99–$199/yr).
Global Scale
2029–2031
36–60 months
International LBE licensing. Localization. Merchandise. Foundation operational.
LBE Venue Network
Licensed venues worldwide. Per-session royalty + annual platform fee. Group packages $500–$5,000/event.
Localization
AI NPC dialogue in 12+ languages. Cultural review across all realm-specific content.
Seraph Hunter Foundation
School fees for children in Kenya. Operational from day one of commercial launch.
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 + Lumen. 4K per eye with Quest 4. Near-photorealistic results shipping now.
Real-Time AI NPCs
NVIDIA ACE + Convai/Inworld. Full speech pipeline with facial animation. Sub-200ms latency.
Canonical Anchor System
No existing product. Must be custom-built. Your IP moat and competitive advantage.
Persistent NPC Memory
Session memory works. Cross-session memory early. Production-scale by 2027.
Cloud VR Streaming
Enterprise-ready ~2027. Consumer-scale 2028–29.
Browser VR (WebXR)
W3C standard. WebGPU 2–3x perf. Good for preview — not photorealistic.
Haptic Feedback
Gloves/suits under $500. Controller haptics standard. Ready for prototype.
Multiplayer Narrative VR
Social VR mature. Shared narrative with AI NPCs is frontier.
Key Decision: “Online” Means Two Things
Your goal of a hyper-realistic online VR world has two viable paths:
- Path A — Native VR App (Photorealistic): Built in UE5, distributed via Quest Store / SteamVR / LBE. Technology exists today — constraint is budget, not tech.
- Path B — Cloud-Streamed VR (Online, Photorealistic): Same UE5 experience streamed to any device. 2–3 years from consumer scale. Build A first; it becomes B.
- Path C — WebXR Preview (Online, Stylized): Browser gateway on seraphhunter.com. Buildable now. Marketing front door that converts to full VR.
Recommendation: Build Path A (Phase 4). Build Path C now (Phase 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. This is your biggest risk and most powerful advantage.
- NeMo Guardrails constrains what an NPC says — not where the story goes
- State machines track player position — not narrative drift
- You need: story-state graph + LLM guardrails + in-world correction (NPCs redirect, not system messages)
- Design in Phase 2. Prototype in Phase 4. It’s the soul of the product.
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