SELF-INITIATED CONCEPT STUDY

Death or Glory
Game Expo Booth Concept

An existing game identity translated into a compact, character-driven exhibition space designed around welcome, gameplay, brand recognition and a photo interaction zone.

Final 3D visualization based on the approved spatial concept.

THE BRIEF

A bold identity.
A practical space.

Translate the visual identity of Death or Glory into a practical expo booth that feels bold and character-driven while remaining achievable with modular exhibition materials.

DESIGN OBJECTIVES

  • Clear brand visibility from the aisle
  • Three themed gameplay stations
  • Strong character presence
  • Dedicated photo interaction zone
  • Practical modular construction logic
  • Open visitor circulation

CONCEPT → 3D TRANSLATION

From Visual Concept
to Spatial Model

The approved concept was translated into a real Blender scene through an AI-assisted 3D workflow, allowing the spatial layout, scale, camera views and booth components to be tested consistently.

EARLY DIRECTION / AI-ASSISTED VISUALIZATION
FINAL TRANSLATION / REAL BLENDER MODEL

The 3D rebuild resolves wider demo stations, high stools, shorter angled walls and a complete one-piece Lee standee positioned along the right scenic wall.

FINAL 3D VIEWS

A space, from every angle.

Four views of the same scene show the exhibition presence, open access, station spacing and photo area.

01 / Hero perspective
02 / Visitor / aisle view
03 / Spatial overview
04 / Lee photo zone close-up

INTERACTIVE SPATIAL MODEL

Explore the Booth in 3D

Interactive Blender scene developed from the final spatial concept through an AI-assisted 3D workflow.

Static preview of the Death or Glory booth

A static preview is shown until you choose to explore.

BLENDER CAMERA ANIMATION / 20 SECONDS

Spatial Walkthrough

A camera walkthrough rendered from the completed Blender environment. Approach the welcome counter, move to the centre, then arc toward the Lee photo zone.

Actual Blender camera animation · 24 fps · Booth design and artwork preserved.

SPATIAL PLANNING

Clear zones.
A natural visitor route.

The six-sided outline leaves an open front, with reception on the left, three aligned demo stations and a dedicated photo area on the right.

Approximate concept footprint: 6.94m × 3m. Layout study, not fabrication documentation.
  1. Aisle
  2. Welcome
  3. Gameplay
  4. Photo
  5. Exit

MATERIAL / BUILD STRATEGY

Modular Build Strategy

The booth was designed around practical exhibition materials rather than permanent architectural construction.

VISUAL IDENTITY ADAPTATION

Existing Visual Identity
→ Spatial Application

Original game artwork was adapted across walls, demo stations, signage and the photo zone while preserving the existing visual identity.

Hero artwork
Hero artwork
Lee
Lee
Crystal
Crystal
Redeye
Redeye
Tori
Tori
ATACR
ATACR
Witch
Witch
Scenic background
Scenic background

Original game artwork: team-developed, non-AI.

New work: booth concept, spatial adaptation, AI-assisted 3D implementation and presentation.

3D BUILD & SPATIAL STRUCTURE

A real model.
A consistent structure.

Booth geometry implemented in Blender with AI/agent assistance, with layout, scale, component relationships and final views reviewed and refined manually.

Neutral clay / same hero camera
Mesh edges / spatial overview
View modular construction logic
Component relationships and exhibition build logic.

CONTINUE EXPLORING

Corporate Product
Launch Stage ↗

LET’S MAKE SOMETHING CLEAR.

A visual idea.
A space to explore.

For creative opportunities and project enquiries.

Get in touch ↗