10ⁿ Tech designs and delivers turnkey immersive experience rooms – a wraparound LED video wall, calibrated spatial audio, ceiling-based visitor sensing and synchronised sensory effects, all driven by a single real-time Unreal Engine experience we build and support end to end. The result is a space where a buyer or partner steps into your project rather than looking at a screen of it.
What is an immersive experience room?
Off-plan property marketing asks people to commit, emotionally and financially, to something that does not yet exist. Renders, video walkthroughs and scale models can only go so far. An immersive room turns that abstract proposition into a moment – the future activated in your own sales gallery, on your terms, with your team in the room. Three walls of fine-pitch LED surround the visitor, spatial audio anchors sound to the scene, and natural gestures let people explore, while your host drives the narrative from a single tablet.
Our approach
Immersive rooms succeed or fail on three things: how the visitor feels in the first thirty seconds, how confident the host is at the controls, and how easily the experience updates as your projects evolve. We design against all three at once.
We start from the visitor journey – how they enter, where they stand, what they want to touch – then choose hardware to serve it. The difference between a lab demo and a room that closes deals.
Your sales host pilots the macro narrative from a tablet – project, scene, camera, mood. Visitors interact within it through natural gestures. Cinematic when you need it, exploratory when they’re ready.
The same Unreal Engine asset that drives the room can later drive your kiosks, your pixel-streamed web viewer, mobile AR and VR. Invest once, harvest across every channel.
Pricing, availability and finishes change. Where you choose, the room integrates with your CRM so the wall reflects today’s reality – a digital twin, not a one-time render.
The solution – six capability layers
Every immersive room we build is organised in five engineering layers plus a content layer, orchestrated through a single Unreal Engine pipeline.
Visual system
Three side walls are wrapped with a fine-pitch indoor COB LED video wall (around 1.2mm pixel pitch) on a custom mounting structure tied into wall and floor. A professional LED video processor splits the rendered image cleanly across all three walls with consistent colour and brightness. Each wall renders at native 16:9 – the same ratio as your kiosks, web player and existing content – and the three combine into a 5.33:1 panoramic field of view, wider than any cinema ratio. That shared aspect ratio is what makes the room one content pipeline rather than a one-off install. We commission on site so the three walls read as a single continuous image, with front-only service access.
Spatial audio system
Audio is delivered through an object-based spatial system – FLUX SPAT Revolution spatial rendering over a JBL 9.2.4 loudspeaker layout, networked with Dante. Sound anchors to elements in the scene: a virtual fountain emits from where it sits, ambient city traffic surrounds the visitor, a voiceover comes from where the host stands. Dedicated subwoofers deliver low-frequency body presence so cinematic moments feel physical, not flat.
Real-time compute and show control
The experience runs on a synchronised cluster of high-end NVIDIA RTX render nodes in a 4U rack-mount form factor with closed-loop liquid cooling on CPU and GPU. The cluster topology drives full video-wall resolution at a locked framerate without compromising global illumination, high-detail geometry or reflective materials. The form factor is deliberate: the rack sits inside the room, behind the LED wall, so every node must be quiet – liquid cooling holds a noise floor of roughly 35 to 40 dBA at one metre, comparable to a quiet office. A show-control bus sequences scene cues, sensor responses, audio, lighting, airflow and scent into a single timeline – one source of truth, no MIDI patchwork.
Visitor sensing
Ceiling-mounted depth sensors track skeleton position and head pose across the room, fused into one continuous view. The system locks to a single lead viewer so multiple visitors don’t fight for control, while still rendering correctly for everyone else. Gestures are intentionally simple – point, lean in, raise a hand, wave – and the host introduces them naturally.
Sensory effects
Programmable accent lighting reinforces the on-screen mood, directional airflow simulates breeze and movement, and a scent diffuser releases scene-appropriate aromas at scripted moments. A sunset over the marina arrives with warm light, a soft sea breeze and a hint of salt air – at exactly the right beat.
Content and experience
On top of the hardware we develop a bespoke real-time experience in Unreal Engine, using an nDisplay cluster to drive the wraparound walls. It covers your priority project at launch and is structured to extend to more projects, scenes and unit configurations over time. Hosts operate it from a secure, brand-themed tablet UI shaped around the actual sales conversation – not a generic remote.
How we deliver it
One supplier, single point of accountability across the visual, audio, compute, sensing, content and service layers. Every phase has named milestones and explicit deliverables.
- Site survey and design – an on-site survey produces a co-signed inspection report, then a full High-Level and Low-Level Design pack approved before any procurement is committed.
- Procurement – hardware supply in roughly 6 to 8 weeks; the LED wall is the critical path, sourced through regional channels for warranty and after-sales.
- Civil and electrical readiness – dedicated power, structural anchoring and a dedicated HVAC zone, coordinated with your MEP contractor (typically your scope).
- Content development – the Unreal Engine experience is built concurrently with procurement, with reviews at storyboard, grey-box and high-fidelity stages, so it’s ready to load when hardware lands.
- Installation and commissioning – LED, audio, render rack, sensing array and effects installed, calibrated and tuned; nDisplay viewports aligned; show-control timeline programmed.
- UAT, training and handover – acceptance testing against an agreed test program, operator and administrator training, full as-built documentation, and a 12-month service window from sign-off.
Procurement, civil works and content run in parallel so no single workstream pushes the date. Indicative go-live is around 14 to 16 weeks from contract.
Where immersive rooms work
- Off-plan property sales galleries – turn masterplans, towers, units and amenities into a walk-in experience that closes.
- Experience and innovation centres – a flagship space for government and enterprise visitors.
- Showrooms and brand spaces – product, environment and story in one room.
- Reusable across projects – new content updates the room; you never rebuild it.
Why 10ⁿ Tech
We’ve worked in Dubai for over a decade, with a delivery team and partner ecosystem on the ground. We own the visual, audio, compute, sensing, content and service layers as a single accountable supplier, and the Unreal Engine asset we build is reusable across kiosk, web, mobile and VR – protecting your content investment over time. Our immersive and experience work spans signature government and developer projects across the GCC.
Related reading
- Immersive rooms for real estate sales – a developer’s guide
- Hologram tables, touchscreen kiosks or immersive rooms – what should property developers choose?
- Unreal Engine for immersive rooms – an nDisplay cluster guide
Frequently asked questions
What is an immersive experience room?
A purpose-built space where fine-pitch LED video walls wrap around the visitor on three sides, paired with object-based spatial audio, gesture sensing and sensory effects, all driven by a real-time Unreal Engine experience. The visitor explores a project as if inside it, while a host guides the narrative from a tablet.
How big a room do I need?
We design to your space. A typical wraparound layout sizes each wall at a native 16:9 ratio for clean content reuse; the exact panel count, room geometry and HVAC are confirmed in an on-site survey before procurement.
Is the equipment noisy?
No. The render cluster is rack-mounted and liquid-cooled, and the in-room rack is acoustically treated, holding a noise floor around 35 to 40 dBA – quiet enough that visitors don’t perceive it, so the spatial audio stays clean.
Can I reuse the content elsewhere?
Yes – that’s the point. The Unreal Engine asset built for the room can also drive kiosks, a pixel-streamed web viewer, mobile AR and VR headset content, so you build once and deploy across channels.
How long does it take to build?
Around 14 to 16 weeks from contract, with hardware supply (6 to 8 weeks) on the critical path and content plus civil works running in parallel.
What do you need from us?
Dedicated power and a cooling zone, structural anchoring confirmation, site access, a technical contact for training, and content source materials (plans, BIM/CAD, brand assets). We handle the rest.
Bring your project into the room
If renders and video aren’t converting the way your projects deserve, an immersive room puts buyers inside the experience. Talk to us or explore the full solutions portfolio.