linked works
2A photographic field journal and a browser-based 3D journey share one place-based story.
Siete Colores / Argentina / Transmedia place storytelling
Siete Colores connects a photographic field journal of a year in Argentina with an interactive horseback journey through Salta and Jujuy. The project explores how a lived archive can become a digital place without reducing the landscape to a backdrop or the experience to a conventional game.
The land is the main character.
linked works
2A photographic field journal and a browser-based 3D journey share one place-based story.
storyworld scenes
11The game turns the photographic archive into a prologue-to-epilogue route across the landscape.
prototype tracks
3Three.js, Unity, and Godot explored how the same world behaves across web and native engines.
central verb
1Ride. The movement through the mountains matters more than combat, scores, or collectibles.
The premise
The first half of the project is a field journal. Its value comes from sequence, duration, and having actually lived the year it records. Photographs are allowed to hold attention slowly instead of being flattened into a feed or travel-content grid.
The second half asks what happens when those observations become a navigable world. Rather than reproducing every photograph literally, Siete Colores translates the archive into terrain, weather, color, clothing, movement, and conversation. The digital landscape becomes an interpretation with a visible documentary source.
The experience model
The field journal sequences a year in Argentina as a slow visual record, preserving changes in place, light, altitude, and daily life.
Locations, colors, clothing, and atmosphere from the archive become material for an explorable digital landscape.
The player walks or rides through the Quebrada, meets people, and learns through conversation rather than a conventional mission system.
The journey culminates at Cerro de los Siete Colores, making arrival and attention the reward.
What remains
Siete Colores already contains the core relationship between archive and landscape, a complete story route, character systems, riding, dialogue, cinematic scenes, and mobile-control experiments. The strongest next step is to concentrate effort on the public browser version and refine the moments that make a quiet journey memorable.
HAAM's role
HAAM shaped the photographic sequence, transmedia concept, world and character direction, browser-based Three.js experience, dialogue and traversal systems, and comparative Unity and Godot prototypes. The work is an ongoing experiment in turning personal observation into a place other people can spend time inside.
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