This work explores the application of general principles for preserving cultural heritage in the digital age and innovative, interactive ways to implement these principles.
The methodology is twofold, consisting of practical and theoretical frameworks. The practical part focuses on the creation and technical aspects of worldbuilding, from initial concept to final realization, emphasizing the preservation of cultural heritage. This involves not just creating a video game but reinterpreting an ancient city in a unique way, transforming its elements into a new, dematerialized world.
The theoretical part examines the understanding of cyber environments, the intersection of architecture and video games, and the archaeological context, along with architectural concepts of virtual worlds. The narrative evolves through the player's decisions and actions, which influence the story's outcome.
However, to create a unique experience for visitors, it was necessary to develop a new fictional narrative that brings the history of this site to life. By combining elements from movies, books, video games, and other sources of inspiration, a new fictional world was created to revive the legend of Caričin Grad. This thesis demonstrates how storytelling can be a powerful tool in architecture.
The newly created space transcends the boundaries of the archaeological site itself, becoming a movable liminal space that encompasses a series of surrounding villages. This project convincingly follows the legend of Caričin Grad, connecting and unifying them into one cluster.
A series of scenes and events illustrate the presentation of these localities, vividly explaining their characteristics, values, and spatial elements. The goal of this virtual environment is not realism; it is a unique world that controls the perception of the event/narrative. Through layered worldbuilding, we construct the site as a stage where the protagonist identifies the scenography and uses the new environment as a medium to convey moods and interpret meanings depicted within certain narratives.