Scandinavian archaeologists are showing how new advances in artificial intelligence and free game development software could change the way the public encounters the distant past. In a new study published in Advances in Archaeological Practice, researchers from the University of Copenhagen and the University of Bergen have demonstrated that interactive, historically-based video games can be created quickly and cheaply without advanced technical training.

For the past few decades, museums and educators have relied on videos, static exhibits, and carefully scripted multimedia for educational purposes about archaeological sites. But truly immersive digital experiences remain the realm of large commercial studios. History-based games that reached audiences around the world did not focus much on historical facts and did not allow researchers to update the content as new discoveries were made.
But new research combines free software like Unreal Engine with AI-powered conversational tools and publicly available tutorials to create a simple but complex 3D game centered around the Neolithic period in northern Europe. Such projects can be considered proof-of-concept demonstrations that archaeologists themselves can develop interactive “archaeological games” for education and heritage communication.
The simulation is based on real archaeological data. The basic setting is modeled using three-dimensional scans taken of a well-preserved Neolithic long dolmen in Lindeskow Hestehave, Denmark. Players explore a forest clearing and interact with two digital characters: an archaeologist and a prehistoric woman. Unlike most other games in this genre, these two characters use protected generative AI to engage in free-flowing conversation while leveraging selected archaeological knowledge. This allows the dialogue to feel natural while remaining academically grounded.
Characters are not tied to pre-written dialogue trees, allowing you to update the game as new interpretations emerge. The researchers then added additional levels, such as a cave with animal characters, an open landscape, and a shaman character, and introduced prehistoric rock art. Early testing with players from a variety of backgrounds has shown the format to be appealing and accessible, even for those with no prior knowledge of archeology.
The study also highlights broader implications for cultural heritage. Some tools originally developed for documentation, such as 3D photogrammetry, can now be reused to create interactive learning environments. Museums and educators can also use these games in educational and exhibition settings, or share them online to reach a wider audience.
The authors also note some potential risks. As game building tools become easier to use, more and more historical content is being created without a focus on historical accuracy. This increases the need for heritage professionals to play an active role in shaping this new space and provide people with engaging, evidence-based experiences.
