Proof of Concept (Phase 1A/1B)
A zero-cost plan for something beautiful to show: a small village inside the Lumen block, one fight, the light cycle with fireflies and lanterns, and an alchemy bench. Built by the owner and the AI assistant (which models in Blender 4.2 via MCP, programs and documents; 12), using only free tools and assets under a recorded free license. Follows 06 and 00: company and legal opinion only afterward; no token, NFT, sale or airdrop with real value before that.
It is: a 3–5 min video and a local playable build that show the light and weather (02, 21), first-person combat (17), the living village at dusk and at night, alchemy (22) and a measured performance budget. It is not: an MMO, network, economy between players, a large world, VR on a headset, or sales material.
1. Scope
1.1 The village (working name: Pé-de-Lumen)
~150 × 150 m built, in a surrounding area of ~500 × 500 m (06). Ten enterable buildings (10), all from the same half-timber and stone kit:
| # | Building | Role |
|---|---|---|
| 1 | Player's house | Start, bed, chest, lit window |
| 2 | Tavern | The most beautiful building at night: fireplace, lanterns |
| 3 | Alchemist's cabin | Bench (1.4) |
| 4 | General store (NPC shop) | Phase 1B |
| 5 | Bakery | Smoke and smell in the morning (21) |
| 6 | Smithy | Sound and sparks |
| 7 | Weaver's house | Lit window, cat |
| 8 | Chapel with bell | Bell at nightfall; silhouette |
| 9 | Barn | Where the fight begins |
| 10 | Abandoned house | The enemies' hideout |
Plus: square with a well, stone bridge over a stream, fences, clotheslines, street lanterns, vegetable garden (1B), grove at the edge and a firefly meadow. No city suspended in the trees in the PoC.
1.2 One fight scenario: "the dusk horde"
The bell rings at nightfall; 20 weak enemies of a single type (Straw Shadows: hay and rags, easy to model and animate) come out of the abandoned house and the fields in waves of 5–7, and then 1 elite with a directional parry (17; weak enemies have no parry, 00 F1). One class with 6 skills, a melee weapon, a light spell (Arcane/Elemental, 18) and the lantern (drives off weak enemies, reveals the elite). Physical actions already designed for VR (03). Loot with affixes from a simple table (3–4 items, 2 affixes). Telemetry to file for the metrics in section 8.
1.3 Day, night, fireflies and lanterns
- Five times of day in 20 real minutes: the PoC deliberately differs from the game, whose day lasts 2 h 50 min (
04,29); the long duration is not the focus here. With a button to advance the time for testing and filming. - Sun and moon as moving directional lights, sky, clouds, volumetric fog and rain as a weather state (
05). - Lanterns and windows are emissives that light up in sequence at dusk; at most 4–6 real dynamic lights near the player (
05). - Fireflies (Niagara): appear at nightfall without rain in the meadow, by the stream and in the garden, flee from the lantern's strong light, and one can be caught with a jar (becomes an ingredient and decorative light) (
21). Priority of the phase. - Sound of the place before music: crickets, bell, wind, water, fireplace.
1.4 One alchemy bench
A subset of 22: 3 essences (firefly light, earth from the garden herb, dew water) and 3 processes (grind, boil, filter). The player physically places the ingredients and stirs the cauldron; 5–6 readable results (healing, portable light, ink) show free combination without the scope of the whole system.
1.5 Phase 1B
One NPC shop, one garden (plant → harvest → cook → sell) and one gathering activity (herb, fireflies), all against NPCs (06).
2. Tools and versions
| Tool | Version | Cost |
|---|---|---|
| Unreal Engine 5 | 5.6 or 5.7; pin one version at the start and do not update during the PoC | Free; 5% royalty only above US$ 1 million of lifetime gross revenue per product (Epic FAQ) |
| Blender | 4.2 LTS (already installed on the host) | Free |
| Blender MCP | Assistant's server, on the host only, bound to localhost (12) |
Free |
| Import | glTF/FBX → UE; each asset validated after export (scale, pivot, triangles, UVs) (12) |
— |
| Versioning | Git + Git LFS, private repository | Free |
| Textures and audio | Blender (procedural), Krita, GIMP, Audacity | Free |
| Video | OBS Studio, UE Movie Render Queue, DaVinci Resolve (free version) | Free |
Each tool and version goes in FERRAMENTAS.md in the assets repository.
3. Hardware and what it implies
| Machine | Specification | Use |
|---|---|---|
| Windows host | RX 6500 XT 4 GB, 16 GB RAM, 12 threads | UE, Blender, recording |
| Linux VM | 7 GB RAM | Planning, documents, scripts, git; does not run UE or Blender with a scene |
The UE5 documentation lists 32 GB of RAM and 8 GB of VRAM as requirements (official doc); we have half of both. It works with discipline: UE and Blender never open together with a heavy scene, scene in sublevels, local shader cache. There is no headset: the VR profile is measured by simulation (section 5).
4. Free assets and sources
4.1 Licenses (consulted on October 26, 2026; recheck on the download day)
| Source | What the site says | Caution |
|---|---|---|
| Poly Haven | Everything CC0: use for any purpose, including commercial, no attribution (polyhaven.com/license) | Record it even without obligation |
| ambientCG | CC0 1.0 for files and previews (docs.ambientcg.com/license) | Same |
| Fab, standard license | Personal and Professional give the same scope; use in any engine; no mandatory credit; forbidden to resell or redistribute the asset on its own; rendered videos and images are freely distributable; distribution of an interactive project has rules in section 6 (fab.com/eula) | Each listing may be CC-BY or carry a "NoAI" tag; read one by one. Reread before distributing a playable build |
| Quixel Megascans | It was free for everyone under the Fab standard license only until the end of 2024; what was claimed in that period stays with the user (CG Channel). 2026 sources diverge: one report says the free era ended and new Megascans stopped in Bridge (StraySpark); another, that they remain free for UE users (unrealai.studio) | Do not depend on it. Use only what the owner's account already has or what the Fab page shows as free on the day, noting price and license |
| MetaHuman | Since UE 5.6 it is governed by the UE EULA, and use outside UE became permitted (CG Channel) | Heavy on VRAM; outside the base scope |
| Quaternius, Kenney | CC0 according to third-party reports; I did not verify on the sites | Check each pack's page |
| Freesound | License varies per file; not verified | Only CC0 (or CC-BY with credit); never NC |
4.2 Mandatory record
assets/LICENCAS.csv: id, name, source, URL, license, date, version, use, author, derived?, note. An asset without a row does not enter the scene. This is what allows asking the lawyer later whether something can become an NFT (34 §10).
4.3 Asset table
| Category | Origin | Qty | Limit |
|---|---|---|---|
| Modular half-timber and stone kit | Agent (Blender) | ~35 pieces | 500–3,000 tri; shared 1K/2K textures |
| Furniture (house, tavern, shop, alchemy) | Agent | ~40 | 200–2,000 tri |
| Street objects (well, fence, clothesline, barrel, cart, lantern) | Agent | ~25 | 100–1,500 tri |
| Vegetation | Poly Haven, Fab (standard), Geometry Nodes | ~12 species | foliage on cards; Nanite only if it fits in VRAM |
| PBR textures | Poly Haven, ambientCG | ~25 | 1K–2K compressed |
| Weak enemy and elite | Agent + base animation from the mannequin | 2 | 3,000–6,000 tri |
| First-person arms | Agent + mannequin animation; manual review (12) |
1 | ~5,000 tri |
| Lantern, vials, ingredients, jar | Agent | ~16 | 100–2,000 tri |
| Effects | Niagara: fireflies, pollen, rain, sparks, smoke | 8 | particle budget |
| Sounds | CC0 and own recording | ~40 | short OGG |
| Music | One CC0 or own track, only in the trailer | 0–1 | decide in week 18 |
5. Performance budget
Goals from 06/00 T2: 60 fps on the full PC profile at all times of day and with rain; 90 fps on reduced VR. The 4 GB RX 6500 XT is the card that 05 cites as a "mid GPU" at the lower limit, so the result is the most valuable data of the PoC. Values below are proposals, to adjust in week 2.
| Item | Full PC | Reduced VR (simulated) |
|---|---|---|
| Internal resolution | 1080p with TSR at 50–67% | ~1440×1600 per eye |
| Light | Software Lumen, medium quality | Baked + 1 dynamic directional light |
| Shadows | Cascades (virtual shadows only if they fit) | Short cascades |
| Frame time | 16.6 ms (45–60 fps acceptable in the worst shots, recorded) | 11.1 ms, as a measurement target |
| Visible triangles | ~3–5 M | ~1 M |
| Draw calls | < 3,000 | < 1,500 |
| VRAM | ≤ 3.2 GB; texture pool ~1–1.5 GB | ≤ 3 GB |
| Dynamic lights nearby | ≤ 6 | ≤ 2 |
| Enemies | 20 + 1, animation reduced at a distance | 12 + 1 |
| Fireflies | ≤ 3,000 | ≤ 1,000 |
Measure with stat unit, stat gpu, stat streaming, Unreal Insights and Radeon GPU Profiler, in a table per time of day and with rain. The VR profile is measured by rendering on screen at ~4.6 Mpx (sum of both eyes) and the VR lighting; if it does not hit 90 fps on this GPU, that is data, not failure: an entry-level card is not the VR target.
6. Schedule
Assumptions: 1 part-time person (~15–20 h/week) with the AI modeling, programming and documenting. 05 estimates 3–6 months; here 20 weeks (~5 months) plus 4 of slack. It is an estimate, not a commitment; first re-estimate at the end of week 4.
| Wk | Deliverable | Done when |
|---|---|---|
| 1 | Installation, repository, LICENCAS.csv, FERRAMENTAS.md, MCP test (cube → export → UE) |
Repeatable pipeline |
| 2 | Performance test scene (terrain, sky, Lumen, 3 provisional buildings) on the 6500 XT; fix the goals in section 5 | Fps and VRAM table |
| 3 | Showcase building modeled by the agent, 2 materials, render; owner approves the style (12) |
Style approved |
| 4 | Modular kit v1; re-estimate | One enterable building assembled from the kit |
| 5–6 | Buildings 1–5 with basic interior | Enter and walk in all |
| 7–8 | Buildings 6–10, square, bridge, stream, fences | Complete village without final light |
| 9 | Terrain, vegetation, grove, meadow | Village in its surroundings |
| 10 | Five-time light cycle, fog, lanterns in sequence, rain | 20 min without dropping below the goal |
| 11 | Interactive fireflies, jar, particles, sounds | The scene to show |
| 12 | First person, arms, lantern, doors and physical items | Walk and open everything |
| 13–14 | Combat: class, 6 skills, weak enemies, waves, elite with parry, loot | Complete fight |
| 15 | Telemetry; 1st combat test (8–10 people, remote) | Data collected |
| 16 | Adjustments, 2nd test, optimization, close the 1A metrics | Exit from 1A |
| 17 | Alchemy (bench, 3 essences, 3 processes) | 5–6 results |
| 18 | 1B: NPC shop, garden, gathering | Plant → sell cycle |
| 19 | Filming (section 7) | Raw material |
| 20 | Editing, 60–90 s trailer, 3–5 min video, exit report | Delivery |
| 21–24 | Slack | — |
Most fragile: weeks 5–8 (art volume), 13–14 (combat code and feel) and 10–11 (light and particles on 4 GB). If week 4 shows half the pace, cut scope (6 buildings instead of 10, no rain, one enemy) before stretching the deadline.
7. What to film
1080p (or 1440p with TSR), 30 fps; Movie Render Queue for trailer shots, OBS for real gameplay capture.
- Early morning: low fog, first firefly, crickets.
- Dawn: rays between trees, bakery smoke, bell in the distance.
- Aerial shot of the village by day (Sequencer camera, trailer only).
- Tavern: fireplace, amber light, golden dust, footsteps on wood.
- Alchemy: hand catching the firefly in the jar, the bench, the cauldron changing color.
- Dusk: lanterns lighting one by one, bell, cat in the window.
- Rain: drops on the well, reflection of the windows.
- Blue night on the bridge: moon, lit windows, cold × warm contrast (the reference,
01,02). - The bell and the horde coming out of the fields; the lantern drives them away.
- First-person combat: 4–5 readable strikes, light spell, impact and particles.
- The elite: parry, opening, final blow, loot with glow and affixes.
- Closing: dawn in the square, the player at the well with the lantern, title Yvaldis.
Long video: the same shots, a time-lapse of the 20 min cycle and 1 min of making of (Blender → UE). Plus 4–6 still captures for posters. No third-party music without a license; CC-BY credits, if any, at the end; nothing from the reference frames.
8. Exit criteria (from 06)
Phase 1A (values marked "proposal" are fixed at the first test):
| Criterion | Goal | Measurement |
|---|---|---|
| Death rate per horde encounter | Low; an attentive player rarely dies (proposal ≤ 10%) | Telemetry |
| Time to kill | 20 weak enemies and 1 elite (proposal: ≤ 40 s and 30–60 s) | Telemetry |
| Readable fight | ≥ 80% (06, to be confirmed) say they understood |
1–5 post-fight rating, 8–10 testers |
| Dropout | During and right after the test (proposal < 20%) | Those who close before the end |
| PC | 60 fps at all times of day and with rain, or documented distance | Table in section 5 |
| Simulated VR | 90 fps on the reduced profile or diagnosis of what is missing | Same |
| Combat rules | Hordes only of weak enemies, parry only on elites (00 F1) |
Review |
VR comfort (00 F2) |
Camera mechanics implemented and reviewed; headset test pending if there is none | List |
Phase 1B: the plant → cook → sell cycle is understood and fun without a long tutorial (proposal: 8 of 10 testers complete it without asking).
General: the two videos, complete LICENCAS.csv, performance table and an honest opinion on whether the agent's visual quality is enough or a human artist is needed (12). Only then does the owner decide on the company and legal opinion (00). Testers are trusted people on varied PCs, with simple consent and telemetry without personal data (34 §7).
9. Risks (4 GB GPU in focus)
| Risk | Mitigation |
|---|---|
| 4 GB of VRAM overflow with Lumen, 2K textures and Nanite | 3.2 GB cap; 1K textures for most; fixed pool; stat streaming; no virtual shadows; foliage without Nanite |
| Lumen/Nanite too heavy for the 6500 XT | Test scene in week 2; plan B: low Lumen or mixed light (baked on fixed, dynamic only on sun and moon) and lower internal resolution |
| PCIe x4 and little VRAM cause streaming hitches | Small level, preloading, no unnecessary World Partition |
| 16 GB of RAM with UE and Blender | Never both with a heavy scene; compile shaders with Blender closed; local DDC |
| Slow shader compilation | Few unique materials, material instances |
| Recording on 4 GB (Movie Render Queue with Lumen) | Shots in parts, 1080p resolution; Path Tracer only on still images, if it fits |
Quality of the agent's modeling (12) |
Approve style in week 3; light and particles hide a lot; evaluate a human artist afterward |
Confusing combat (07) |
Test in week 15 with room for the 2nd; few types; telegraphed strikes |
| Scope creep | Only what is on this list enters; the rest becomes ideas for the alpha |
| Wrong license | LICENCAS.csv, only the sources in section 4 |
| Megascans/Fab change rules | Do not depend; Poly Haven and ambientCG cover the basics |
| Loss of work | Git LFS + weekly external copy from day 1 (34 §8) |
| Fatigue of one part-time person | Small weekly goals, 4 weeks of slack, cut scope before deadline |
| Little feedback | The tests in weeks 15 and 16 are not optional |
10. After the PoC
The modular kit, first person and measurements serve Phase 2 (06), where network and the validations of 34 §4 come in. No company, token, sale or NFT enters. Hiring an artist, opening a company and consulting a lawyer (34 §10) is the owner's decision, with the exit report in hand.