This project is a rethinking of my first reconstructions, taking into account the current trends of open graphic platforms, providing interactivity in my projects. Back in 2009, the first finished building model I made at 3DS Max became the entrance ticket to my first archaeological conference at the Chelyabinsk Moscow State University. Aroused no small interest among some of the Crimean archaeologists. The reason for the invitation was not a few subsequent conferences. The model is based on the plans of the excavations compiled by archaeologists. However, there are still inaccuracies in the high-altitude proportions of the building. From a geometrical point of view, the model has a number of errors caused by my inexperience in the field of CAD modeling. Before being imported into the UE, it is optimized in the open Blender editor, by dissolving meaningless (in terms of geometry and triangulation) vertices and edges. Textures do not correspond to real materials from which buildings in Chersonesos streamed. However, most of them all have normal maps and displacement maps (thanks to SSBump). To illuminate the scenes, several photometric light sources are used with the ability to dare from surfaces up to 15 times (indirect illumination). However, to increase compatibility with cross-platform compilation, the target graphics driver is fixed to OpenGL ES3. It has built-in help on the board, 2 controllable cameras, an adaptive loader and three cross-platform options.