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Under the Hood of the Character System

How a Character goes from an on-chain roll to your screen Last week we introduced the Character System. This week we’re showing you how it’s built. It’s the biggest cross-team push at Adventu

AnonymousCryptoCompass newsroom
October 28, 2026
3 min read
NEWS
Under the Hood of the Character System
CryptoCompass editorial visual for markets coverage.

How a Character goes from an on-chain roll to your screen

Last week we introduced the Character System. This week we’re showing you how it’s built. It’s the biggest cross-team push at AdventureWurld right now, with several contracts and infrastructure on one track and art and asset generation on the other. Here’s how a Character is created on-chain.

Heads up: Everything in this post is subject to change. We're developing AdventureWurld in real time and lifting the veil on game design as we go, so expect details to shift as we build.

If you want to read last weeks blog where we did an overview of the Characters of AdventureWurld check it out https://adventurewurld.medium.com/the-characters-of-adventurewurld-157c434d8709

Two tracks, one Character

Building a Character is two different kinds of systems running at the same time.

On one track: contracts and infrastructure — the code that rolls a Character, mints it, and moves it.

On the other: art and asset generation — the render pipeline that turns that roll into something you can play with.

Both systems align for a Character to exist. This post is about how the two tracks meet.

Minting a Character

You can watch the full demonstration of the system working end to end HERE

This is the heart of the system, so let’s take it step by step. Every Character begins as a random on-chain roll. Before any art is generated, the chain decides what that Character is.

That roll needs randomness, and most projects pay a 3rd party for randomness on every roll. We’re taking a different approach, relying on a free and open source distributed random number service: drand. It’s a simple, elegant solution and it’s the same approach we can use for everything else in the games that need a fair roll.

Two things follow from that:

  • The roll is verifiable. The roll itself doesn’t happen on chain, but the determination of which number we’ll use happens on chain, and the verification that we used the correct roll is verified on chain. This is of what our audit covers.

  • Everyone has an equal shot. Characters are randomly generated, so every roll is a fair one.

From the roll to a finished render

The pipeline runs end to end:1. A Character is bought with GULD.2. The transaction goes through and finalizes on chain.3. The drand beacon is determined for random rolling for the NFT.4. The character server provides this beacon to the finalizeMint call on the contract5. The character server detects the mint and creates a job6. One of the decentralized render servers claims the job and starts rendering7. The finished Character is assembled and comes back attached to its on-chain token — roll, traits, appearance and all.

And the pipeline doesn’t stop at the render. Bridging characters is an integral part of the Character System. We’ve been testing bridging from our testnet over to a local chain and then sent back:

• Crossing over: the token is burned on the AdventureWurld Testnet and is recreated on the remote network.• Crossing back: it burns on the remote chain and reappears on the AdventureWurld testnet.

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We’ll dive deeper into the Character System audit and the separate five contracts that are being audited later this week. Thanks for being here with us while we build this platform with you.— The AdventureWurld TeamJoin The Community | Discord | Twitter