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Virtual dealers and interactive spaces in 3D

Introduction: a "living" room that is always open

Virtual dealers are not just 3D models at the table. These are characters with behavior, voice, facial expressions and rituals, inscribed in an interactive 3D space: lobbies, VIP rooms, show scenes, training areas and social hubs. Their task is to combine the aesthetics of a real casino, the convenience of an online product and the discipline of compliance.


1) 3D space architecture: experience layers

Hub → halls → tables → private rooms. The player's route from the "event showcase" to a specific mechanic without unnecessary clicks.

Spatial-voice and privacy zones. You can hear those who are near; judges/moderators - higher in priority.

Observer mode. Cameras "above the table," "from the dealer's shoulder," replays and clips.

MR overlays (optional). Passthrough with safe boundaries if product is XR rated.


2) Virtual dealer: what a person consists of

Visual: single basic rig (Humanoid/Mannequin), LOD kits, material/texture constraints, correct hand skinning.

Animation and IK:
  • Body/Hand IK for natural gestures, "sticky" poses for capturing chips/cards.
  • Facial rig (blendshapes/ARKit52) + micro movements (look, breath).
  • Voice and speech: TTS/voice-skins with emotions, lipsync by phonemes, "whisper" and "announce" modes.
Behavior (AI):
  • LLM agent in the "rules frame": greeting, rounds explained, small talk with no "betting tips" triggers.
  • Session context: remembering nicknames, tempo, break warnings (RG).
  • Ethics and compliance: toxicity filters, prohibition of promises of winnings, correct disclaimers.

3) Table play cycle: rituals and readability

Distribution scenography: gesture timing → voice acting → backlight of active action → pause.

HUD "above the table": bets, timer, move, history - large, contrasting, available at a distance of 1-2 m.

Pace without "turbo": limiting the speed of rounds, "rhythm" of vyzov→razryadka, soft-effects of winning.

Teacher-dealer: interactive tutorial, repetition of gestures "above the hand," error hints.


4) Network stack and honesty

Authoritarian server: calculation of outcomes/status on the server side; clients are thin.

Replication and prediction: priority of close objects (hands, chips), crowd aggregation in the lobby.

Fairly Fair (if necessary): commit-reveal/VRF, public outcome log.

Antichitis and antibot: device-binding, behavioral signals (gesture variability, reaction), velocity-limits.

Magazines and replays: evidence base for controversial cases, protection against collusion.


5) Control and input: eyes, hands, controllers

Gaze UI: Large "sticky" areas, confirmation by "long hold" or OK gesture.

Hand tracking/controllers: library of item grabs, jitter compensation, "magnetic" chip/card slots.

Accessibility: default sedentary mode, large buttons, voice subtitles, color-blind presets.


6) Design of lobby and interactive areas

Squares and showcases: tour posters, show game schedule, leader scoreboard.

Social corners: photo stand, emotes, mini-games for gesture skills.

VIP rooms: privacy, vote restriction, personal dealer, custom decor.


7) Security, Compliance and Responsible Gaming

KYC/AML outside the onchain: age/personality verification, sanctions lists, address scoring.

Default RG panel: deposit/bet/lose limits, timeout, self-exclusion, reality-check.

Advertising: white creatives, banning the glorification of winnings, geofencing by right.

Privacy: PII minimum, role-base access, audit of moderator actions.


8) Monetization: Honest Models

Tickets and live events: tournaments, show distributions, meetings with "star dealers."

Subscriptions/VIP: QoL features (private tables, replays, event archive), without affecting RTP/outcomes.

Cosmetics and UGC: chip/table skins, emotes, room decor; royalties to authors 30-70% net.

Sponsorship/showcases: brand zones and quests without pressure on game balance.


9) Performance and comfort (goals)

FPS p95 ≥ 90-120 Hz, stable frame in a crowd.

Motion-to-photon is minimal; teleport/vignette on joy movement.

Text/icons: readable from 1-2 m; contrast ≥ WCAG AA.

Audio: separate levels of "people/world/dealer," auto-met toxicity.


10) Product Health Metrics

Sessions and quality

Session Length p50/p95, Early Exit <5 min, FPS p95, motion sickness complaints.

Input and learning

Gesture Success Rate, Gaze-Hit Rate, TTF (time to first successful action).

Sociality and dealer

Attach to party/clans, dealer NPS, share of tutorials completed without operator assistance.

Monetization and UGC

ARPPU/day of events, cosmetics sales, UGC Output/week and moderation time.

Compliance

% of Active Limit Players, Dispute Rate, MTTR by Incident.


11) Roadmap (90-180 days)

0-30 days - vertical slice

Lobby, one table, basic virtual dealer (animations + TTS + lipsync).

Authoritarian server, hand/chip replication, RG panel.

Metrics: Early Exit, Gesture/Gaze Hit, FPS p95.

30-90 days - "revive" and scale

Hand IK/grippers, facial micro-movement, small talk in the rules frame.

Observer mode, replays, event posters, private rooms.

Anti-bots/anti-cheats on behavior, logs of controversial rounds.

Cosmetics shop (modest catalogue) + UGC moderation.

90-180 days - shows and economics

"Star" dealers (personalities/voices), seasonal show games.

Subscriptions/VIPs without impact on outcomes, sponsorship areas.

Provably Fair for tournament modes, public reports.

A/B distribution rate, pauses and backlights; MR overlays for home mode.


12) Pre-public launch checklist

  • Single dealer rig, IK/grabs, lipsync; LOD and material budgets.
  • Authoritarian server, replication and logs; antibot/antichitis.
  • HUD readable; seated preset, vignette; spatial-voice, fast-beat/report.
  • RG limits/timeout/self-exclusion; KYC/AML; geofencing.
  • Cosmetics store, UGC moderation and reports to authors.
  • Observer/replay mode; media kit for streamers.
  • Incident plan: motion sickness, spore, toxicity, tech-failure.

13) Frequent mistakes and how to avoid them

Beauty instead of frame. FPS and readability are more important than "glare."

Too "smart" dealer. The agent must strictly follow the rules, avoid betting advice.

Flat HUD in 3D. Transfer information into space: above the table, at the edges of the gaze.

"Turbo" -temp. Round accelerators hit comfort and RG, reduce retention.

Weak voice moderation. Without auto-mute and logs, toxicity will destroy the community.


Conclusion: stage, persona and discipline

The success of virtual dealers and 3D spaces rests on three pillars: a character with character and rules, a scene with rituals and readability, and operational discipline (network, security, compliance, RG). Make them the basis, and your hall will become a place where they return for communication, shows and a sense of live presence - around the clock and from anywhere in the world.

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