
TL;DR: MonsterHouse is an interactive projection I created for Halloween. He listens to trick-or-treaters, answers in the voice of a grumpy old pirate ship and softens when visitors remember their manners. He is built on the NVIDIA Nemotron Voice Agent with NVIDIA Nemotron ASR , Nemotron 3.5 Bolt E4B 4GB , Magpie TTS Zeroshot and Audio2Face-3D , and he runs on a single workstation.
I wanted the kids visiting my house at Halloween to interact in a fun and unique way. The house was going to be in charge and giving out the treats, but more grumpy than scary. Somehow, my solution was to give the garage door a mouth and teach him to complain.
That became MonsterHouse: a grumpy old building with pirate stories, a fiery grin and a suspicious weakness for “please.” NVIDIA Nemotron Voice Agent supplies the conversation foundation. Nemotron Speech does the listening, Bolt E4B is the brain, NVIDIA Magpie TTS Zeroshot is the live voice, and NVIDIA Audio2Face-3D makes the wooden mouth talk.
Next down the pipe is Audio2Face-3D and the 3d character scene I created in Epic’s Unreal Engine. The default model weights work best with a clean neutral male or female voice, not too deep, not too high (choose the appropriate gendered model for your use case). I wanted the house to have a very deep and demonic voice with echo and chamber. In this case, since my voice samples don’t have that theatrical heft, it’s actually a benefit. Audio2Face-3D gets clean speech from the samples and a second audio stream adds adjustable real-time vocal effects that play out the speakers.
The MonsterHouse code itself is not packaged for release, but every NVIDIA model it uses is available today, and the NVIDIA Nemotron Voice Agent gets you most of the way. This is the path I would follow.
The mouth came first. I imagined the wooden garage door boards splitting into jagged lips, with the burning flames of hell illuminating the driveway from beyond whenever he opened his cursed mouth. He needed to look ancient, expressive and mildly offended by the existence of visitors.
Creating a custom animation rig was one of the more labor intensive parts of the build. After bashing it into submission, I could export the facial expression shapes that Audio2Face-3D could later animate. The character SkelMesh was built in Autodesk Maya then exported into Unreal Engine where virtual fire and effects were added behind the door. With no eyes, no eyebrows and no blinking, he’s a surprisingly economical monster.
While all the nonsense of building the character was going on, NVIDIA built the Nemotron Voice Agent. What was supposed to be the hard part of the build now became rather fun, iterative and easy. I had a foundation for listening, conversation and speech right out of the box. The house already had a mouth. Now he could finally find something to complain about.
nemotron-halloween — announced via Hugging Face on October 30, 2026 Reported by Hugging Face on October 30, 2026.