Case Study / Experiential

Grounded 2
PAX West

PAX West 2025 · Seattle · Obsidian Entertainment

A fifty by fifty foot convention booth that shrinks you to the size of an ant and drops you into a public park. Twelve guests at a time, on a ten minute cycle, walking one direction through a scripted loop. Designed, modeled and rendered. Never built.

Rendering of the Grounded 2 booth entrance with a lit halo sign above towering blades of grass
Design Render · Twinmotion

The brief

Obsidian was launching Grounded 2 at PAX West, a survival game where you play a kid shrunk to the size of an ant in a public park full of things that want to eat you. A booth of monitors and a banner would have shown the game. The point of this design was to sell the premise instead: put people in the park at ant scale, and let the space do the work the trailer usually has to do.

Structure came before any of the set pieces. Twelve guests enter together every ten minutes, and the booth runs as a one way loop with a scripted opening rather than a room you wander into. Throughput is the constraint that decides everything at a convention, so the cycle was fixed first and the park was built around it.

Client
Obsidian Entertainment
Event
PAX West 2025 · Seattle
Footprint
50' x 50'
Capacity
12 guests · 10 min cycle
Scope
Design · 3D · Ground plan
Tools
Vectorworks · Twinmotion
Status
Unbuilt
A One way through

The whole trip on one sheet

Queue along the bottom edge, into the lab at lower left. Down the forced perspective hallway on the west wall, through the spider nest, and out into the clearing. The meeting room and storage sit behind the north wall where guests never go. Exit through the juice box on the east side, to the merch counter. Every render further down this page is a view from somewhere on this drawing.

Ground plan of the Grounded 2 booth showing the entry queue, lab, forced perspective hallway, spider nest merch, central clearing with game demo stations, meeting room, ant mound photo op and exit hall
Ground Plan · 50' x 50' · VectorworksGP-01
B The opening beat

It starts in a lab

Ominent, the company responsible for the shrinking in the game, is the company that greets you. The door counts down from ten minutes in the queue, so guests can see their turn coming. Inside, a clean corporate briefing video plays. Then it goes wrong: an explosion cue, the room drops to emergency red, and fog jets fire from the walls. A side door slides open, and the only way on is through it.

Rendering of the Ominent lab door with a ten minute countdown clock above it
Airlock · Cycle ClockLB-01
Rendering of the lab interior lit warm, with Ominent corporate posters and guests watching the briefing
Briefing · BeforeLB-02
Rendering of the same lab in emergency red light filled with fog after the explosion effect
Breach · AfterLB-03
C The trick

You shrink by walking

No screens, no lift, no effect to maintain. The hallway does it geometrically: the fence pickets and the grass beside you scale up exponentially as you move, so by the time you reach the far door the blades are overhead and the clover is a canopy. You never see yourself change size. You just arrive somewhere the world is enormous, and your own body is the only thing that stayed the same.

Rendering of the forced perspective hallway with a red fence on one side and grass growing overhead toward the far door
Forced Perspective HallFP-01
Retail, placed early

Shop from inside the web

The door opens into a spider nest: webbing across the walls and ceiling, a 6′ spider on the wall, and the merchandise hung in the web itself. Guests browse and order on tablets, then keep walking with their hands free. The goods are waiting at the counter when they come out the other end. Retail sits at the front of the experience instead of the back, and nobody carries a bag through the good part.

Rendering of the spider nest merchandise room with shirts hung in a giant web and a six foot spider on the wall
D The floor

Play under the mushroom

The centre of the booth is a clearing with a mushroom the size of a tree at the middle of it and mushroom stools and pebble ottomans around the base for people waiting on a turn. The demo stations are dressed to look like the player built them out of grass and bark using the game's own base building system, so the hardware reads as part of the world rather than a row of kiosks parked in it.

Wide rendering of the clearing with demo stations built from grass and bark under a giant mushroom
Clearing · Demo StationsCL-01
Rendering looking into the clearing through spider webbing toward the lit mushroom
Sightline · Web to MushroomCL-02
Rendering of the clearing showing the Brookhollow Park brochure and the Punch-O juice box wall
Clearing · East WallCL-03
Rendering of the giant Brookhollow Park brochure and an oversized bottle cap used as a photo backdrop
Brookhollow · Photo OpCL-04
Rendering of the glass walled lab style meeting room with an Obsidian Entertainment sign inside
Client Meeting RoomCL-05
Two things for the fans

A brochure and a bottle cap

Brookhollow Park, where the game is set, gets a park brochure blown up to ant scale and used as a photo backdrop. Beside it, a bottle cap the size of a coffee table, dressed as Nuka-Cola: a quiet nod to Fallout New Vegas, the game Obsidian made in that world. Convention crowds hunt for exactly this kind of thing, and finding it is what gets a booth posted.

The glass meeting room came from Obsidian directly. Their team needed somewhere on the floor to take meetings, so it was designed as an Ominent lab office and put behind the north wall, in the world rather than beside it.

E The last two beats

Ride the ant, then grow back

Opposite the spider nest, a soda can stands with a hole punched through its side, and the hole leads into an ant mound. Inside is a rideable red ant and a 360 camera rig for boomerang clips, which is the shot that leaves the building and does the marketing. Next to the can, a Punch-O juice box with a hole in its side opens onto the way out: a flashing LED hallway that runs the forced perspective trick in reverse, so guests grow back to size as they leave and land at the merch counter to collect what they ordered in the web.

Rendering of the giant soda can with a punched hole revealing a red ant inside the mound
Soda Can · Ant MoundEX-01
Rendering of the Punch-O juice box wall with a torn opening leading into a glowing hallway
Punch-O · Exit PortalEX-02
Rendering of the LED lined exit hallway with converging light strips creating a growing effect
LED Hall · Back to ScaleEX-03
F Walkthrough

Take the trip

The full guest path, front door to merch counter, in the order a guest would walk it.

Walkthrough video coming soon

Twinmotion walkthrough · Full guest path · 1:25

G Where it ended

It never got built

Obsidian is an Xbox Game Studios property, and Microsoft chose to consolidate its PAX West presence into a single Xbox booth rather than fund a standalone Obsidian activation. The design was finished, the renders were done, and the floor was never built. That happens more often in this work than anyone admits, and the drawings are still the drawings.

Aerial rendering of the complete booth showing the Obsidian counter, entry queue and the park interior
Booth · SouthwestWD-01
Aerial rendering of the booth from the opposite corner showing the Grounded 2 exterior graphics
Booth · NortheastWD-02