It is great that you are creating assets.

The game uses existing free open-source games as components, weaving them together via the cryptocurrencies and crypto-assets.
The only component with much of a hardware requirement really is if and when we actually use OpenSimulator or who knows by then something else that provides the similar functionality of providing graphical 3-D, eventually hopefully immersive 3D like goggles and so on for full virtual reality.
That whole virtual reality part though is still well into the future, there is still so much to build first, from text mode using CoffeeMUD software through 2-D tile-based using Crossfire-RPG, FreeCiv and Battle for Wesnoth; so far we do not even have for each type of FreeCiv "unit" a corresponding faction in Battle for Wesnoth to use to be able to represent every type of FreeCiv unit on a smaller scale broken down into all the various types of squads or troops each type of FreeCiv unit could or would consist of when zoomed in on.
Tools to build along the way would include things like a Crossfire-RPG map generator that takes a FreeCiv map as input and generates a corresponding Crossfire-RPG set of maps.
Once we have the Crossfire-RPG set of maps next would be an OpenSimulator or some such similar system "region" generator to pump out 3-D versions of the Crossfire-RPG maps.
The idea is that representing things should be a client-side task, each user ultimately able to choose whether they want to just see text, or 2-D graphics, or 3-D, eventually basically a "MUD client" that ideally would be able to take a novel or the output of a text-mode MUD game and render it in real time graphically, even full immersive graphics. An early simulation of a holodeck.
The way A.I. is progressing it certainly should be able to generate amazing graphics given MUD text-mode game output as "prompts", the next step would be to do that generating fast enough to not just generate amazing still photographic quality images but actual live video representation.
But do that all at the client end, so the server can handle massive numbers of simulataneous users because the server only needs to deal with text, which is relatively low bandwidth, and not need to run non player characters either since non player characters would ultimately be indistinguishable to the server from any other characters, basically they would run on clients just like players do using scripting languages or whatever that players could equally well choose to deploy themselves too so there would be no worry about trying to ban bots since humans are anyway themselves just another species of bots, happening to be organically implemented bots.
-MarkM-