IN Illyria, Episode I: Apollonia A Pixel-Art Game Framework for Archaeological Interpretation and Cultural Heritage Learning

IN Illyria, Episode I: Apollonia A Pixel-Art Game Framework for Archaeological Interpretation and Cultural Heritage Learning

150 150 Kristiana Meco
Editions:PDF
DOI: 10.37199/c4100053

IN Illyria, Episode I: Apollonia A Pixel-Art Game Framework for Archaeological Interpretation and Cultural Heritage Learning

AUTHORS: MSc. David KRYEMADHI, Dr. Nikolla VESHO, MSc. Skervi BAUSHI, Dr. Remijon PRONJA, Dr. Kujtim HALILI

Published:
Publisher: Polis_press
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Abstract
This paper presents the conceptualisation and prototype development of “Interactive Illyria, Episode I: Apollonia”, a pixel-art-based mobile application designed for archaeological interpretation and informal heritage learning. The study positions itself within the intersection of digital heritage studies, game design, and media theory, addressing the lack of accessible interpretative tools for non-expert audiences in Albanian archaeological contexts.
Rather than proposing a full reconstruction, the project adopts a selective interpretative methodology, where architectural elements of the archaeological site are translated into an interactive system based on click-based exploration. Users engage with spatial fragments of the site through three narrative agents, each offering differentiated interpretative
perspectives. In this sense, archaeological knowledge is not presented as fixed “facts”, but as
layered interpretations derived from artefacts, spatial relationships, and historical
reconstruction.
The use of pixel art is framed not merely as a stylistic choice, but as a representational strategy
that enables abstraction, readability, and computational efficiency within mobile
environments. The system is structured around micro-interactions that function as units of
informal learning, supporting gradual knowledge acquisition.
The paper discusses the design logic of the environment, the reconstruction strategy of the
Temple of Apollo, and the integration of narrative-driven interaction. It argues that lightweight
game systems can operate as mediating interfaces between academic knowledge and public
understanding, particularly in contexts where digital heritage dissemination remains
underdeveloped. Finally, the study outlines the limitations of the prototype nature of the
project and identifies the need for future empirical validation through user-based testing.

Keywords: build heritage, pixel art technique, interactive gaming, archaeology, educational
issues