“House of Mare the Witch” XR project

TDA
  • Score Case study score
    5.0
  • Date Published
  • Reading Time 2-Minute Read
kuća

Bringing local folk stories to life using immersive technologies.

About the Project

We have been approached by St. Vincent county directors, who expressed a strong interest in virtual reality experiences.

The Challenge

After the initial meeting, we have agreed on reviving the local legend with immersive technologies.

The Solution

The whole experience is scripted and consists of three parts, all of which can stand alone.

The first experience brings Mare the witch back to life vie projection mapping sequence in which Mare Radolovich, a local healer gives you the historical context of her life.

In the second experience, you are going into a VR world, where you will defend the local Grimani castle during the siege of pirates.

During the third experience, you are provided with Microsoft Hololens and encouraged to take a stroll through the small place of St. Vincent in which you will be greeted by the Dark Knight, an unknown hero who defended the region from enemy attacks.

The project has been deemed a success and has been awarded multiple awards for innovation, tourism, and local heritage preserving.

The Results

Since the project was successful and has resulted in a whopping 612% increase in the number of visitors and more than a 278% increase in visitor expenditure per visit, local government has decided to enrich their offer even more, so currently we are in phase 2 of the “St. Vincent” project, in which we will enable immersive experiences within castle Grimani walls.