
Interactive MetaHuman · conversational AI
Captain Godfrey
Captain John Godfrey will speak with you. He stands in the weeks after the Busselton marine inquiry of December 1876: certificate suspended, reputation contested, memory still sharp. Ask about the night the Georgette went down, the lifeboat, Grace Bussell, Sam Isaacs — he answers in character, in real time.
Available for galleries and museums to license, buy, or borrow.
Enquire about Captain GodfreyAt the exhibition
Captain John Godfrey will speak with you. He is standing in the weeks following the Busselton marine inquiry of December 1876. His certificate of competency has been suspended for eighteen months. A manslaughter charge is before the courts. Fremantle, where he lives, is a port town with a long memory.
Ask him about the night the Georgette went down. Ask him about the lifeboat. Ask him about William Dundee, his first officer, on whose incompetence he places significant blame. Ask him about Grace Bussell and Sam Isaacs. He will answer every question — in his own way, in his own register, with the pride and guardedness of a man who believes absolutely that he has been made a scapegoat.
Captain Godfrey AI is a real-time interactive digital human — a MetaHuman figure animated live by artificial intelligence. His voice was recorded and cloned from a human performer. His character is built from the marine inquiry transcript, from Marcia van Zeller's historical research in Cruel Capes, and from the firsthand passenger account of George Leake. He is not playing back recordings. Every conversation is different.
Voice and likeness provided by a human performer. Character informed by the Busselton marine inquiry transcript (December 1876), Cruel Capes by Marcia van Zeller (Curtin University, 2014), and the letters of George Leake (State Records Office of Western Australia).
How it works
The installation is a one-to-one conversation with a MetaHuman figure of Captain Godfrey, animated live. Visitors speak; he replies. Conversations typically last between five and fifteen minutes, with a small waiting area outside the space.
He is not playing back fixed recordings. Character is informed by the Busselton marine inquiry transcript, Marcia van Zeller’s research in The Capes, and passenger accounts such as George Leake’s. Every exchange is different.
Voice and likeness are provided by a human performer (voice cloned for the character). An AI model stands in for the captain’s conversational mind, with the figure driven through a real-time graphics / game-engine stack on a high-end workstation.
Tying that together is custom software in the pipeline that orchestrates the voice and the animations — keeping speech, lip-sync, and character performance in step for a live conversation. That process and the custom orchestration software are available for licensing; enquire below.
Technology
- Unreal / MetaHuman (or equivalent) real-time character presentation.
- Speech input and conversational AI grounded in curated historical source material.
- AI voice cloning from a human performer, with live lip-sync / performance driving.
- Custom orchestration software that coordinates voice output and character animation in the live pipeline.
- Dedicated compute (high-end GPU workstation) and a controlled one-to-one visitor booth or alcove.
For galleries and museums
Captain Godfrey demonstrates how contested historical figures can be encountered as interactive characters — useful for maritime museums, social-history galleries, and venues exploring AI as an interpretive tool rather than a gimmick.
The Georgette build is historically specific; the same stack can be adapted to other figures where primary sources, ethical review, and performer consent are in place.
Central to the system is custom software that orchestrates voice and animation in the conversational pipeline. Both that process and the software are available for licensing — enquire below. Institutions can also discuss commissioning a new character, or purchase / loan of the full interactive MetaHuman system.
Some of this sits in contested territory for art and heritage. The exhibition treats that openly: AI here builds the artist’s tools and the character’s voice and mind.
- License Captain Godfrey for a touring or fixed exhibition period
- License the custom orchestration process and software for voice and animation
- Commission a new interactive historical character on the same technical stack
- Discuss purchase, partnership, or loan of the interactive MetaHuman system
What a venue needs
- A semi-private booth or alcove for one visitor at a time, with manageable ambient noise.
- Display suitable for a life-size or near life-size digital human, plus microphone / speaker arrangement for natural conversation.
- Dedicated high-end GPU computer and stable network as required by the conversational stack.
- The custom voice-and-animation orchestration software (licensed as part of the system).
- Staff familiar with starting the session and assisting visitors; fully accessible for wheelchair users.
Discuss licensing, purchase, or loan
To talk about presenting Captain Godfrey at your venue — or adapting the system for another collection — email [email protected].
Email an enquiry