Digitising Memory

The project, Digitising Memory elaborates on theories of trauma and how war distorts the way individuals view space. The project is a prototype of the open world game which visualises how war served as a way to eradicate a certain way of living, a certain culture, and a certain relationship to land and one’s safety in the space they identify as home. The purpose of the game is to compile and allow for stories to exist in a reality where this is unable to physically manifest. The narrative is split into three time segments of memories colour coordinated as follows, Green; Before the war, Grey; During the war, and Blue; After the war.

Client

Royal College of Art

DELIVERABLES

3D Modelling Research Publication Animation

Year

2021

Role

Creative

the challenge

the INTENT

Over 600 cultural buildings in Kosovo were destroyed during the 1999 conflict, along with the memories tied to them.

Over 600 cultural buildings in Kosovo were destroyed during the 1999 conflict, along with the memories tied to them.

How do we preserve and reimagine cultural memory lost in war, and make it accessible to future generations? Inspired by conversations with family and experts, combined with a interest in glitch feminism, digital sovereignty, and restorative justice , the intent was to design a digital portal to memories.

Research

I was inspired by individuals within multi-disciples such as political theory (Eyal Weizman), digital culture (Hito Steyerl, Legacy Russell), and trauma theory. I also studied games like Half-Life: Alyx for Virtual storytelling. Furthermore, I interviewed 13 individuals including cultural leaders, activists, and survivors.

I was inspired by individuals within multi-disciples such as political theory (Eyal Weizman), digital culture (Hito Steyerl, Legacy Russell), and trauma theory. I also studied games like Half-Life: Alyx for Virtual storytelling. Furthermore, I interviewed 13 individuals including cultural leaders, activists, and survivors.

Research

35 memories were gathered via interviews and archives. I developed a tag system for memories pre-war, during conflict, and post-conflict to show layered temporality.

35 memories were gathered via interviews and archives. I developed a tag system for memories pre-war, during conflict, and post-conflict to show layered temporality.

Testimonies

Designing a virtual environment using game engine, Unity as a repository of memory took a lot of trial and error. Reconstructed destroyed public buildings like the Hadum Mosque in Gjakova, varied quality of point clouds and texture mapping. I used trigger elements to construct aspects of the memories such as the visuals, and sounds.

Designing a virtual environment using game engine, Unity as a repository of memory took a lot of trial and error. Reconstructed destroyed public buildings like the Hadum Mosque in Gjakova, varied quality of point clouds and texture mapping. I used trigger elements to construct aspects of the memories such as the visuals, and sounds.

Prototype

An immersive digital archive and prototype for an open-world experience that walks users through war-altered spaces acting as a pedagogical tool to teach the Kosovo conflict through lived experiences.

An immersive digital archive and prototype for an open-world experience that walks users through war-altered spaces acting as a pedagogical tool to teach the Kosovo conflict through lived experiences.

Outcome