Island booth for Unreal Engine 5: a cylindrical LED volume showing the desert demo, with a real desert set in front of it

Trade show booth · SCAD THED 735 · Spring 2026

Build the Future

Unreal Engine 5 booth

A trade show booth for Unreal Engine 5 where the engine’s desert demo steps off the screen and becomes a set you can walk around.

Course
THED 735 · Assignment 3 · Spring 2026
Client brief
Unreal Engine 5 by Epic Games
Type
Trade show booth, island and inline versions
Role
Solo: brand research, concept, sketches, plans; renders AI-assisted
Status
Concept design

Overview

Making real-time rendering visible

Built by Epic Games, Unreal Engine 5 is a real-time 3D creation platform. Its systems, Nanite and Lumen, deliver photoreal worlds in real time across games, virtual production and beyond.

Engines are hard to show on a show floor: the thing being sold is software. The booth turns that problem around. Instead of explaining the technology, it builds the engine’s own desert demo as a physical set, puts the digital version on an LED wall behind it, and lets visitors stand at the seam.

2
booth versions, island and inline
10
zones in the island plan
4
engine features staged on the floor
10
ideation sketches

Brand research

Reading Unreal Engine as a brand

The research started with how Epic presents the engine: a monochrome logo, a dark interface, and a palette of near-black, white, lavender and mint. From that came three rules for the booth.

Keywords
Cutting-edge, forward, next-gen. Tomorrow, today.
Visual language
Organic, irregular geometry and liquid-smooth surfaces, set against a black tech envelope so the screens carry the colour.
Tagline
BUILD THE FUTURE. Reality is just the next frontier. Breaking the line between virtual and reality.

Technology on show

01Lumen

Fully dynamic global illumination and reflections. Every ray bounces in real time and every surface answers back.

02Virtual Production · In-Camera VFX

LED-volume filmmaking: what you see is what you shoot. This is the engine behind the desert stage at the centre of the booth.

03Path Tracer

Offline-grade path tracing previewed in real time, final-pixel quality without the wait.

04MegaScans · Quixel

The largest library of real-world 3D scans: reality on demand.

Moodboard

What other booths taught

Two boards set the direction. The first collected past Unreal Engine and Epic Games booths, which share a black envelope, live demos as the main draw and lighting that leads people through the space. The second collected immersive LED rooms and broadcast sets, which show how a curved screen and a physical floor can read as one space.

  • Large theatre zone, with live demos as the main attraction
  • Game demo stations for hands-on time with the engine
  • Lighting as wayfinding to guide visitor flow
  • A photo spot designed for social sharing
  • A black tech aesthetic that lets the screens glow
Reference board 1: previous Unreal Engine and Epic Games trade show booths. Reference images, not my work.
Reference board 1: previous Unreal Engine and Epic Games trade show booths. Reference images, not my work.
Reference board 2: LED environments, virtual-production stages and broadcast sets. Reference images, not my work.
Reference board 2: LED environments, virtual-production stages and broadcast sets. Reference images, not my work.

Concept

The line between virtual and real

In the near future Unreal Engine 5 is powerful enough to blur the line between virtual and real, and the digital and physical worlds slowly merge.

The booth stages that idea around the UE5 desert demo. A real desert set of rock, sand and cactus sits in front of an LED wall running the same landscape, so the transition between digital and physical happens in plain view. Physical models stand in for what the engine does in software, such as real-time lighting and rendering.

Instead of explaining the tech, the booth turns it into something people can see and walk into.

Sketches

Ten ways into the desert

Ideation sketches tested the desert stage at several scales: a car on a rock plinth, a sunken circular set under a truss ring, and a 10′ × 10′ inline version. The sketch that led to the final island booth put the LED cylinder in the centre, with a camera jib working the set.

The sketch the island booth grew from: LED cylinder on a truss ring, desert set, camera jib, demo stations and lounge.
The sketch the island booth grew from: LED cylinder on a truss ring, desert set, camera jib, demo stations and lounge.
Further ideation sketches, including the 10′ × 10′ inline study.
Further ideation sketches, including the 10′ × 10′ inline study.

Island booth

A stage you can shoot

The island booth is organised around the tech demo stage. A cylindrical LED volume hangs from a circular truss under the Epic Games sign, running the UE5 desert while a physical desert set spills out in front of it and a camera on a jib films the two together. Lighting lines on the floor and the reception desk steer arrivals toward the stage first.

Island booth render.
Island booth render.

Plan and visitor flow

Island booth plan. Dashed lines show the visitor loop from the entrance past reception, around the demo stage and out by the playtest area.
Island booth plan. Dashed lines show the visitor loop from the entrance past reception, around the demo stage and out by the playtest area.
  1. 1Entrance
  2. 2Reception desk
  3. 3Tech demo area: LED volume and desert stage
  4. 4Meeting area
  5. 5Lounge seating
  6. 6AV equipment rack
  7. 7Conference room / private meeting room
  8. 8Interactive demo / playtest area
  9. 9Staff break room
  10. 10Exit

Inline booth

The same idea in a corner

The inline version keeps the desert but shrinks it into a curved vitrine behind a bar counter, where visitors sit with a laptop running the engine in front of the physical scene. A playtest table runs along the open side, and the back wall carries the BUILD THE FUTURE line.

Inline booth render.
Inline booth render.
Inline booth plan.
Inline booth plan.
  1. 1Entrance
  2. 2Reception desk
  3. 3Tech demo area and meeting area
  4. 4Interactive demo / playtest area
  5. 5Exit

Credits

Course
THED 735, Savannah College of Art and Design
Design
Jingwen Li
Renders
AI-assisted from the author’s sketches and plans
Brand
Unreal Engine and Epic Games are trademarks of Epic Games, Inc. Student concept, not commissioned.