Overview
4E Virtual Design
Project Proposal
Athenry · Co. Galway

The Athenry Digital Heritage Experience

A connected programme of digital experiences for Athenry — capturing the town and its stories across ten trail stops in 3D, bringing them to visitors through virtual tours, games and augmented reality, and building the marketing systems and revenue model that keep the whole experience growing.

Prepared bySeán Burns, 4E Virtual Design
Prepared forAthenry Heritage Project
DateJuly 2026
WorkstreamsFour, interconnected
Athenry Castle, the 13th-century hall-keep at the heart of the medieval town
Athenry Castle · Photo: Ingo Mehling · CC BY-SA 3.0
How It Fits Together

One town. Ten stops. Shared content. One system.

This proposal is one project seen from four angles: a town experience, the ten trail stops that deliver it on the ground, the content that gives it a voice, and the systems that sustain it. The house is one stop among ten — every stop receives the same capture treatment.

3 · CONTENT FEEDS EVERY STOP 12345678910 4 · SYSTEMS 1 · THE TOWN 2 · TEN STOPS 7 · THE HOUSE
1

The Town Experience

The whole picture — Athenry surveyed, modelled and brought to life through virtual tours, a game, an AR trail and AR merchandise.

2

The Trail & Its Ten Stops

Castle, priory, town walls, market cross, the 1916 story, the house and more — ten stops, each captured with the same template and brought to life with AR.

3

The Content Library

Digital characters who act as multilingual virtual tour guides, plus voice, imagery and animation — created once, then reused across every experience in the programme.

4

The Systems Layer

The engine around everything — marketing, outreach, analytics and strategy tools that begin standalone and converge into one automated system.

1
Workstream One · The Whole

The Town Experience

The foundation of the programme. Athenry is surveyed and rebuilt digitally — its landmarks, amenities and attractions — then opened up to the world through virtual tours, a playable game, an on-site AR trail and AR merchandise. Everything else in this proposal lives inside, or in service of, this experience.

On-Site SurveyCapture
2D photo and video plus 360° photo and video — a complete survey of the town, used to recreate an accurate digital representation.
Athenry 3D ModelDigital Twin
A 3D model of the entire town, focused on landmarks, amenities and attractions.
Athenry GameEngagement
A playable game with rewards and points — a modern way of experiencing Athenry that makes it accessible to a younger audience, and the engine of the reward loop that carries visitors into local businesses.
Virtual TourReach
A 360° virtual tour viewed on PC, phone or VR headset — shared globally to invite people into the experience and promote Athenry.
AR TrailOn Site
A self-guided audio-visual tour on location, using a phone, tablet or smart glasses — with opportunities for sales and promotion along the route.
AR MerchandiseTake-Home
Gifts and products, each brought to life with its own AR audio-visual experience — letting visitors take a piece of Athenry home with them.
Trail Wayfinding & SignageOn Street
The physical layer of the trail — trigger plaques, markers and signage designed to sit respectfully in the medieval streetscape and guide visitors stop to stop.
Workstreams One & Two · On the Ground

The AR Trail, stop by stop

Athenry is the best-preserved medieval walled town in Ireland — a castle, priory, market cross, walls and street plan surviving from the 1200s, alongside a leading role in the 1916 Rising and a song known in stadiums around the world. Each stop pairs a real place with an AR trigger and an audio-visual moment, hosted by digital tour guides led by David Gordon and delivered in the visitor's chosen language — making the whole trail fully self-guided. Every stop is captured with the same template, detailed in Workstream Two.

1
The North Gate, the last surviving gateway into medieval Athenry
The North GateTrigger · Location + Image Target
The last surviving gateway of the walled town — the natural starting point of the trail. AR MomentThe gate rises to its full medieval height; a watchman challenges visitors at the arch, and David Gordon issues the first trail token.
2
Athenry Castle, the 13th-century hall-keep
Athenry CastleTrigger · Location + Image Target
The 13th-century hall-keep built by town founder Meiler de Bermingham, with original battlements and rare "School of the West" stone carvings. AR MomentThe 1249 attack on the town unfolds around the keep; the carved doorway glows with interpretation; the Great Hall fills with medieval life.
3
A surviving gate tower on the Athenry town walls
The Town Walls & TowersTrigger · GPS Geofence
Around two kilometres of 14th-century defences, funded by a murage grant in 1310 — most of the masonry and five towers still stand today. AR MomentThe walls rebuild themselves to full height around the visitor, with defenders on the ramparts and a bird's-eye wall-walk view of the medieval town.
4
The nave of the Dominican Priory of SS Peter and Paul
The Dominican PrioryTrigger · Location + Image Target
The Priory of SS Peter & Paul, founded in 1241 — later, briefly, a university — now a roofless ruin with the finest view of the town walls. AR MomentThe roof and cloister return; Dominican chant fills the nave; friars move through the scriptorium as their story is told.
5
The 15th-century lantern-style Market Cross
The Market CrossTrigger · Image Target
A rare 15th-century lantern cross — the only one in Ireland still in its original position — where market bargains were once sealed. The Friday market continues to this day. AR MomentA medieval market day springs up in the square — and today's traders and businesses appear alongside it, linking the historic market to the living one.
6
St Mary's Collegiate Church, home of the Heritage Centre
St Mary's & the Heritage CentreTrigger · Location + Image Target
The 13th-century collegiate church, destroyed in 1574 and now home to the Heritage Centre — keeper of the town's original 14th-century mace and seal, the oldest of their kind in Ireland and Britain. AR MomentA timeline of destruction and rebirth plays across the ruins; visitors virtually handle the mace and seal in their own hands.
7
The sitting room of the house, preserved exactly as found — furniture, piano, paintings and a lifetime of objects
The HouseTrigger · Location + Image Target
A private house preserved exactly as it was lived in — furniture, piano, paintings and a lifetime of objects still in place. The first stop to receive the full capture template: surveyed, archived and rebuilt room by room. AR MomentThe house tells its own stories at the threshold, and invites visitors into its room-by-room virtual tour — the standard every stop is built to.
8
Liam Mellows, leader of the 1916 Rising in Galway
Athenry & the 1916 RisingTrigger · Location + Image Target
The largest mobilisation of the Easter Rising outside Dublin — hundreds of Volunteers under Liam Mellows, gathering at the town's agricultural college before the retreat to Moyode. AR MomentThe Volunteers muster in the street; first-hand accounts are heard where they happened; the west's part in 1916 is told on location.
9
Farmland outside Athenry
The Fields of AthenryTrigger · GPS Geofence
The famine-era ballad that carried the town's name into stadiums across the world — a global anthem with a local home. AR MomentA shareable audio-visual moment: the song's story told in the landscape that inspired it, with visitors invited to add their voice to a worldwide chorus.
10
The Clareen River at Athenry
The Ford of the KingsTrigger · GPS Geofence
The Clareen River and the crossing that named the town — Áth na Rí, the Ford of the Kings — spanned by its medieval bridges. AR MomentThe origin story: kings cross the ford as the town's name is spoken in Irish and English, closing the trail where Athenry began.

Stops are indicative and will be finalised with local stakeholders — further sites such as Lady's Well, the fair green and the medieval street plan itself can be added as the trail grows. Triggers combine GPS geofencing for open ground with image targets (plaques, signage, merchandise) for precise placement, delivered as WebAR with no app-store download required. Every stop is also a placement opportunity for partner businesses and organisations — covered below.

2
Workstream Two · One Template, Ten Stops

The Stop Capture Template

Every stop on the trail receives the same treatment — surveyed, drawn, modelled and archived — so the whole town is captured to one consistent standard. The house is the worked example below: the template is proven there first, then rolled out across all ten stops, with each element applied where it fits (floorplans for built interiors like the house, castle and Heritage Centre; landscape capture for the fields and the ford).

On-Site SurveyCapture
2D photo and video plus 360° photo and video at every stop — a complete survey of each site, used to recreate its digital representation.
FloorplansRecord
Accurate floorplans for built interiors — 2D blueprints with dimensions and ceiling levels for the house, castle, Heritage Centre and other structures.
3D Model — ArchitecturalPlanning
A 3D model of each structure with door openings and windows, built for architectural visualisation, planning and conservation.
3D Model — ReplicaArchive
A 3D scanned virtual replica of each stop — a snapshot in time, archiving the current condition of every room, ruin and monument.
Object & Artefact CaptureCollection
Hero objects captured individually in photogrammetric detail — the piano, the fireplace, the paintings and keepsakes — so the collection can be examined up close in AR and preserved piece by piece.
Virtual TourReach
A 360° virtual tour of each stop on PC, phone or VR headset — ten tours that join together into the complete virtual Athenry experience.
3
Workstream Three · The Common Thread

The Content Library

The voice and personality of the whole programme — and its guides. A cast of digital characters, led by David Gordon, act as virtual tour guides: they welcome visitors, lead them stop by stop, and deliver every story in the visitor's chosen language. Created once, the characters, recordings, translations, imagery and animation are reused throughout the tours, the game, the AR trail and the marketing — making the house, the town and everything in between feel like one experience with one voice.

David Gordon — a friendly animated boy in a medieval tunic, tartan scarf and feathered hair, with a small sword across his back
Meet Your Guide

David Gordon

The face of Athenry's story — a young guide from the medieval town who welcomes visitors at the North Gate, leads them stop by stop, and hands over to the era characters where their stories belong. Designed to charm children and disarm adults, he speaks every language the trail speaks, and his look carries the town with him: the tartan of the market, the feather of the fields, a blade sized for adventure rather than battle.

Lead Tour GuideEvery LanguageTrail · Tours · GameAR & Merchandise

Character design — final rigged and animated production is delivered under Workstream Three.

David Gordon CharacterLead Guide
Design and production of the main character — the face of Athenry's story, aimed at a younger audience and adaptable across many narratives as the lead virtual tour guide.
Virtual Tour Guide CastGuides
Additional digital characters — a medieval builder at the walls, a Dominican friar at the priory, a 1916 Volunteer, and others — each hosting the stops where their story belongs, enabling fully self-guided tours on phone, tablet, smart glasses or VR headset.
Language SelectionChoose Your Language
Visitors choose their language at the start of any tour and the guides deliver every stop in it — voice and subtitles — opening the trail and virtual tours to international visitors, the diaspora and language learners, with Irish alongside English from day one.
Tour Guide AnimationsReusable
A series of reusable animations for David Gordon and the full guide cast — walking, pointing, greeting, storytelling — used throughout every audio-visual experience.
Voice-Over RecordingsCommunity Voices
Narratives and stories captured in community recording sessions — local historians, elders and storytellers building Athenry's permanent voice archive, woven through every experience.
Voice TranslationsAccess
Professional translations of every narrative, powering the guides' language selection — so a self-guided tour sounds native whether the visitor chose English, Irish, French, German, Spanish or beyond.
Images2D Content
2D image content for the audio-visual experiences, as well as marketing and promotion.
Videos2D Content
2D video content for the audio-visual experiences, as well as marketing and promotion.
3D Animations3D Content
3D animations used throughout the tours, game and AR experiences.
Spatial & Environmental AudioSoundscapes
Immersive sound design for the stops and tours — the market, the priory chant, the forge of the medieval town — placed spatially around the visitor.

Self-guided, in your own language

The guides make the tour run itself: a visitor picks a character, picks a language, and is led stop by stop with directions, stories and AR moments — voice and subtitles throughout. No staffing rota, no fixed tour times, no group sizes: the trail welcomes one visitor or a coachload at any hour, in any supported language. New languages are a content update, not a rebuild — each one added opens Athenry to another audience.

Step 1

Choose a guide — David Gordon or a character tied to the era that interests you.

Step 2

Choose a language — the entire tour, voice and subtitles, switches to it.

Step 3

Be led stop by stop — directions, stories and AR moments delivered hands-free.

Step 4

Go deeper anywhere — every stop links onward to the game, tours and partners.

The Community Programme

Made with Athenry, not just about it

The stories on this trail belong to the people who carry them. So they are gathered, shaped and approved with the community at every stage — and the programme deliberately gives back: skills, credits, and a permanent archive the town owns. A community curation panel of local historians and residents signs off the story told at every stop.

Stage 1 · Gather

Historians, elders & storytellers

Recording sessions capture living memory — the voices that become the trail's narration and Athenry's permanent voice archive.

Stage 2 · Imagine

Primary schools

Children walk the stops, absorb the stories, then create their own — narratives, drawings and recordings that join the trail and the game.

Stage 3 · Create

TY students, artists & musicians

Workshop residencies alongside 4E — producing narrative pieces and AR content, and learning the tools while they do it.

Stage 4 · Produce

Third-level & local business

Students and local professionals produce broadcast-quality sound, video and documentary material — real work, for a real audience.

Stage 5 · Premiere

Exhibited where it was made

Community-made content premieres in Athenry with every contributor credited — then joins the permanent collection.

What stays in the town

Skills — digital storytelling, AR creation, heritage documentation — planted in every participant from primary school to third level. A voice archive owned by Athenry, not by any vendor. A community-made documentary short following the project from the first recording session to premiere night. Credit for every contributor. And an annual creative calendar that renews the experience each year, giving people a reason to come back to see what Athenry has made of itself this time.

Spring

Schools Heritage Programme

Annual primary school workshops add new children's narratives to the trail each year.

Summer

Creative Residency

TY students and local artists create new AR content that premieres at summer's end and stays in the trail.

Autumn

Premiere Night

New stops, new voices and new community content launch the cultural season in Athenry.

Winter

Diaspora Broadcast

A live session streamed worldwide — The Fields of Athenry sung home from its own fields.

4
Workstream Four · The Engine

The Systems Layer

The tools that promote, measure and sustain everything above. Each system is valuable on its own from day one — and each is designed to plug into an automated pipeline, so that over time they merge into one interconnected system.

Outreach CRMAudience
An outreach system for managing mailing lists and automatic emailing.
Marketing SystemInsight
A system for understanding trending and topical categories, used to design digital marketing campaigns.
Video EditorProduction
A video editing tool for quickly and effectively creating videos in the right format for each social media platform.
Reports & AnalyticsMeasurement
A dashboard with realtime analytics and reporting, for future planning and forecasting.
Content Management & TrainingIndependence
A simple content system and hands-on training so the host can update stories, placements and rewards independently — no developer needed for day-to-day changes.
Business StrategySustainability
A template and standard operating procedure for business and revenue generation.

From individual tools to one automated system

Every system in this workstream is built to be pipeline-ready. As the programme matures, they connect — sharing data, triggering one another, and eventually supported by AI agents that carry out well-defined tasks: drafting outreach, preparing platform-ready video, and surfacing what the analytics say should happen next.

Stage 1

Each tool runs standalone, delivering value immediately.

Stage 2

Tools are interconnected — analytics informs marketing, marketing feeds outreach.

Stage 3

Recurring tasks are automated end-to-end through a shared pipeline.

Stage 4

AI agents logically carry out defined tasks within the pipeline, with human oversight.

Reach & Marketing Value

A new kind of printing press

The printing press put advertisements on paper. AR puts them in place — found on the trail, opened on the phone already in every visitor's pocket.

Distribution

The reader is already in their pocket

No print run, no delivery, no shelf. Nearly every visitor carries a capable device, and smart glasses are following. A promotion placed on the trail is instantly available to everyone who walks it — and to everyone who takes the virtual tour from anywhere in the world.

Connection

Every placement is a doorway

A magazine ad ends at the page. An AR placement is live: one tap to book a table, buy a ticket, claim a voucher, follow a page or get directions. The device is already connected to everything a business offers online — the trail simply puts that within arm's reach at the right moment.

Measurement

Every view is counted

Print circulation is an estimate; the trail is measured. Scans, views, dwell time, tap-throughs and voucher redemptions all flow into the analytics dashboard (Workstream Four) — so the host and every partner can see exactly what their placement delivered.

The Reward Loop

Points on the trail, spend in the town

The trail doesn't just show visitors Athenry — it deliberately walks them into its businesses. Every stop, game challenge and AR moment earns points and tokens, and those rewards are redeemed only in local shops, cafés, pubs and venues. Heritage generates the footfall; the reward loop converts it into local spending.

How the loop turns

A closed cycle, funded by the businesses who benefit from it — every reward redeemed is a measured conversion, and every redemption funds the next round of rewards.

Earn

Visitors collect points and tokens at every stop, in the game, and by completing challenges — with bonuses for finishing all ten stops.

Redeem

Rewards convert to real things in real premises — a coffee, a discount, a pint, AR merchandise — redeemable only in Athenry.

Measure

Every redemption is counted at the till, so businesses see exactly what the trail delivered — footfall and spend, not impressions.

Reinvest

Businesses fund the rewards that work, sponsors back the popular stops, and the loop grows with each season and event.

Footfall, Everywhere

Ten stops spread visitors across the whole town

The trail is routed through the streets, not around them — visitors pass every shopfront between the castle and the priory. Completion bonuses give people a reason to walk the full circuit rather than see one landmark and leave.

Money Stays Local

Rewards only spend in Athenry

Points have no value outside the town. Every voucher, token and prize resolves in a local till — so the visitor economy the heritage creates is captured by the community that hosts it, not by intermediaries.

Longer Visits

A game turns a stroll into a stay

Collecting, completing and redeeming keeps visitors in town longer — and longer visits mean lunch instead of a photo, a browse instead of a drive-through. During events and festivals, the same loop scales to thousands of participants.

Return on Investment

How the tour pays its way

The trail is free to walk — that is what builds the audience — and the reward loop above converts that audience into local spending. Revenue then comes from what the audience makes possible: placements, partnerships, rewards, merchandise and insight. Audience, business and host all benefit.

For the Host

Revenue streams

  • Sponsored stopsBusinesses and organisations sponsor individual trail stops or seasonal campaigns, with their presence woven into the experience.
  • Placement feesTiered placements across the trail, game and virtual tours — the AR equivalent of page space, priced by prominence and measured by results.
  • AR merchandise marginGifts and products with built-in AR experiences, sold on-site and online — each one a keepsake that keeps promoting Athenry.
  • Reward partnershipsBusinesses fund the vouchers and prizes in the loop as pay-per-result promotions — the host takes a margin on every campaign.
  • Premium experiencesGuided group tours, school programmes, VR headset sessions and event tie-ins layered on top of the free trail.
  • Insight reportsVisitor analytics packaged for tourism bodies, funders and partners — evidence for grants and a product in its own right.
For Local Businesses & Organisations

What a placement buys

  • Footfall, not just impressionsTrail stops, game rewards and vouchers physically route visitors past the door and give them a reason to walk in — with every redemption counted at the till.
  • Reach beyond the townThe virtual tour carries placements to remote audiences worldwide — the diaspora, future visitors, schools — not just people already on the street.
  • Always-on presencePlacements can be updated in minutes for a new menu, offer or event — no reprint, no waste, no lead time.
  • Proof it workedRedemptions and tap-throughs are counted, so a placement is judged on results — like an ad in a magazine, but one that reports back.

The flywheel

Each part feeds the next: free experiences build the audience, the audience attracts partners, partner revenue funds new content and stops, and better content grows the audience again — with the systems layer automating more of the cycle as it turns.

Free trail & tours Growing audience Partner placements Revenue for the host New stops & content Larger audience
Companion Documents

The numbers, separately

To keep this proposal focused on the experience, the commercial detail lives in two companion documents provided alongside it.

Next Steps

Ten stops. One template. One Athenry.

The house proves the template; the trail rolls it out across ten stops; the community gives the whole town one voice; the systems keep it alive and paying its way — and every year, Athenry adds another chapter of its own. I'd welcome the chance to walk through this proposal in person and agree a starting point together.

Seán Burns
Founder, 4E Virtual Design
Athlone, Ireland
Image Credits Photography via Wikimedia Commons and geograph.org.uk, used under their stated licences: Athenry Castle (cover) — Ingo Mehling, CC BY-SA 3.0 · North Gate, Dominican Priory nave, Market Cross, St Mary's Parish Church and Clareen River — Andreas F. Borchert, CC BY-SA 4.0 · Athenry Castle (trail stop) — Douglas P. Bermingham, CC0 · Town wall gate tower and Ballygarraun countryside — Graham Horn / geograph.org.uk, CC BY-SA 2.0 · Liam Mellows portrait — public domain (National Museum of Ireland collection) · The house interior — © Darach Photography, used with the project's permission. Landmark images are illustrative; final photography and 360° capture will be produced under Workstreams One and Two.