VR Park in a Vietnam Mall: 138 m² Built From Plan

A vr park is easy to draw and hard to land. Between the render and the opened floor sit floor area, power capacity, mall regulations and a landlord who wants the common areas kept clear. Getting all four settled in the right order is what separates a drawing from a venue that actually opens.

This article documents one of those venues. It is a 138 m² vr park inside a shopping mall in Vietnam: the pre-construction design, the equipment mix, and photographs of the finished installation taken on site. The most useful part is the comparison — what was drawn against what got built.

Location
Vietnam

Setting
Shopping mall

Floor area
138 m²

Status
Operating

VR park installation inside a Vietnam shopping mall: 138 sqm free-roam arena with branded floor graphic and perimeter fence
The completed installation, photographed from the mall upper level before opening. The branded floor graphic, the perimeter and the equipment run along the far edge all sit where the design put them.
What this project shows
  • 138 m² split into two working zones — a fast-turnover equipment run and a free-roam arena that occupies most of the floor.
  • Built inside live mall common area, which constrained the perimeter, the floor fixing and the operating hours.
  • The venue is still trading, so the photographs below are of guests playing rather than a handover day.

1. The Design, Before Anything Was Built

Before manufacturing began, LEKE VR produced a C4D spatial visualization of the floor. It is a standard deliverable on a project rather than a paid extra, and it exists to answer one question: does this equipment mix actually fit this room, and does the guest flow work once it is in.

For a 138 m² unit the drawing resolved into a layout with a clear logic. A linear run of machines along one side, sitting on a timber-finish strip. The free-roam arena taking the larger share of the floor opposite. A single circulation path connecting them, so a guest can be walked from any machine to the arena entrance without crossing a play area.

VR park C4D design for a 138 sqm Vietnam mall showing the equipment run and free-roam arena layout
The pre-construction C4D layout: the machine run along one side, the arena occupying the floor opposite, and a single circulation path between them.

The C4D sets out the geometry — how much floor the arena takes, where the machine run begins and ends, and how a guest moves between them. Surface finishes are specified separately at the tenant-fit-out stage, because they belong to the venue rather than to the equipment: the operator chooses the perimeter and the floor treatment to sit with the surrounding mall. That is what you will see when the render is set against the photographs later in this article.

Why the drawing comes first. A vr park equipment package is easy to sell and hard to install. What this project shows is a complete vr entertainment center setup — arena, machines, floor graphic and perimeter — planned as one system instead of assembled from separate suppliers. The drawing is the point at which the equipment list stops being a wish and becomes something a landlord, an electrician and a fit-out contractor can all price.

2. Two Zones, Two Different Businesses

The layout works because the two halves of the floor do different jobs rather than the same job twice.

Zone A — the equipment run
The racing simulator and the other competitive machines, set along the perimeter. These are operated, not watched — short sessions, high turnover, and everything servable from one staff position because nothing sits in the middle of the floor.

Zone B — the free-roam arena
A large open play area taking most of the floor, separated from the machine run so the two do not interfere. Longer sessions, groups rather than individuals, and one supervising position covers the whole zone.

The two zones serve guests who behave differently. Active play is social and competitive; a two-seat cinema pod holds guests still for the length of a show. Headset audio also does work here. Because the sound field is delivered inside the headset rather than through the room, it provides passive acoustic attenuation: external noise reaching the player is materially reduced once a session is under way. Adjacent machines therefore do not compromise each other acoustically, and separating the two zones becomes an operating decision — supervision, queue management, price tiering — rather than a technical necessity.

It also produces two different customer rhythms that feed each other. The arena brings in bookings — birthdays, school groups, office outings — which fill hours that walk-in trade does not. The equipment run catches everyone who walks past and decides to try one machine. A floor with only one of the two is a floor running at half its available demand.

3. The Equipment Mix

The commercial weight of this vr park rests on a simple split: machines guests operate, and machines guests sit inside. The racing simulator and the arena belong to the first group — the guest is active, competing, and usually with other people. Space Shuttle 2.0 belongs to the second. The remaining units were not picked individually off a mall entertainment equipment list either — they fill the frontage and give the room the visual density that makes people stop at the entrance.

Machine 1 · Competitive anchor
Commercial VR Racing Simulator

Placed first in the run because it is the machine that stops people in a corridor. A single-seat motion racing cockpit at 303 kg on a 3.45 m² footprint, drawing 1,000 W from a 220 V supply, it supports multi-chassis network matchmaking, so friends race head to head instead of taking turns. Two racing titles ship built in and voice onboarding means guests start with minimal staff help — which is what makes a single-staff-position floor realistic.

Full specification: Commercial VR Racing Simulator

Machine 2 · Premium seated tier
Space Shuttle 2.0 — 2-Player Cinema Pod

Not every guest wants to compete. Two players sit side by side in an enclosed cockpit at 651 kg on a 5.59 m² footprint, each in their own headset, while a multi-dimensional kinetic base delivers synchronised pitch, bank and vertical drop. The built-in library spans coasters, space and undersea content, which reaches a much wider age range than the racing line — important in a family mall where the audience includes parents and younger siblings. At 3,500 W it is also the largest single electrical load in the venue.

Full specification: Space Shuttle 2.0 Virtual Reality Cinema

Machine 3 · Unattended volume
Self-Service VR Stand Station

The smallest piece of commercial vr equipment in the venue, and the one that costs nothing to staff. Guests approach, pick a title, pay by card, coin or QR scan and play, with an automated headset lift protecting the equipment between sessions. Operationally it matters most at peak: when the staffed machines are all occupied, waiting guests play here rather than leaving the floor.

Full specification: Self-Service VR Stand Station

Machine 4 · Group anchor
Free-Roam Multiplayer VR Arena

The largest element on the floor and the one that defines the venue. It is the free roam vr experience guests come for: players wear headsets, carry tracked controllers and move freely across the play area, with a station bank where sessions start and are monitored. Tracking does not depend on the floor: the graphic underfoot is branding the operator chose, and a plain finish works just as well. The headsets do more than render the game. Because audio is delivered at the ear rather than projected into the space, headset use adds a degree of acoustic isolation from the surrounding environment — which is what allows an open, high-footfall mall concourse to sit a few metres away without intruding on the session. Because everyone in a session is inside the same zone, one staff member can supervise it while the equipment run continues alongside.

Full specification: Multiplayer VR Shooting Arena

Scroll to see all columns →
ZoneWhat it sells toSession patternStaffing
Racing simulatorWalk-in traffic, teenagers, competitive pairsShort, networkedShared position
Space Shuttle 2.0Couples, families, younger and older guestsLongest single sessionShared position
Stand stationImpatient guests, solo visitors, queue overflowShort, self-pacedNone
Free-roam arenaGroups and bookings, the reason people travel hereLongest block, multi-playerOne supervising position

4. Design vs. Built

This is the part most project write-ups skip, because it requires something most suppliers do not have: photographs of the floor after the build was finished, rather than renders of it beforehand.

The photographs below were taken inside the Vietnam venue once construction was complete and the equipment was installed, immediately before the venue opened. They are not renders. What they show is the finished installation — the geometry, the equipment positions and the surrounding mall exactly as the drawing specified them.

Equipment run beside the free-roam arena at the built vr park in a Vietnam shopping mall
The same floor from the other direction. The equipment run sits along the edge of the arena, exactly as the design laid it out.

How the delivered floor reads against the design

Setting the design against the finished venue is more useful than either image on its own. It shows which decisions the project actually depends on — and those are the ones that have to be right before anything is ordered.

Geometry, locked before the order
The arena footprint and its position in the room. The equipment run and where it starts and stops. The single circulation path down one side. The separation between the seated machines and the active play area. These are the decisions the whole floor depends on, and every one of them was fixed in the drawing and built as drawn.

Cost savings that do not touch the equipment
The layout is drawn so that the equipment works on the venue’s own floor. That leaves the perimeter and the surface treatment in the operator’s hands, and lets the venue keep its existing flooring instead of paying for a finished platform underneath. The drawn system does not depend on a particular deck, fence panel or colour — so surface specification becomes a place to control budget rather than a fixed cost inside the equipment package. Surface choice does not change machine positions, clearances or how tracking performs, and everything the equipment needs in order to start is independent of it.

What to look at when you compare. Ignore the finish and read the geometry: the machine positions, the clearances between them, and the circulation path the drawing promised. A finished installation that matches its own plan, position for position, is the strongest evidence a supplier can offer that the next floor will work too.

5. What Building Inside a Mall Actually Costs You

A mall unit is not an empty box. It comes with rules, and those rules shape a vr park more than the equipment list does. These are the constraints this vr park ran into, and the ones yours will too. The first is the floor.

1
The floor graphic is design, not infrastructure
The patterned surface in the photographs is branding, and it is entirely the operator’s choice — a custom design, a plain colour, or a finish that matches the mall. What the equipment needs underneath is a flat commercial floor, which the unit already has. Nothing has to be cut, built in or permanently fixed, so the venue keeps its options open across a lease.
2
The play area is protected however the site allows
Some containment is sensible so guests stay inside the play zone, but the method and the material are the operator’s decision, not a fixed part of the equipment. A mesh fence suits an open mall frontage because it stays visible from the concourse. Where a venue is a separate room, the walls already do the job and no fence is needed at all.
3
Installation happens around mall hours
Work in a trading centre is scheduled around opening times, which stretches the fit-out programme. Plan the delivery and assembly sequence before the equipment ships, not after it lands.
4
Power is the constraint that bites last
Ask for connected load per machine rather than one total, then confirm what the unit’s existing supply can carry and how far the distribution board is from the planned positions. Upgrading a supply inside a trading mall is slow and disruptive.
5
Floor area, not ceiling height, is the real gate
The arena’s genuine constraint is minimum floor area, and that requirement scales with how many players you want in a session at once. A larger concurrent group needs a larger play zone. Settle the player count you are designing for before the space is allocated — it is the number that decides whether the arena fits at all.

6. What This Layout Suits

At 138 m² this floor has room for both a full equipment run and a free-roam arena. Move much below that and one of them has to go — and the answer is usually the arena, because it is the single largest open area in the room and does not compress.

Scroll to see all columns →
Floor areaWhat survivesWhat goes
Under 80 m²Seated cinema and racing onlyThe arena — not enough clear area
80 – 140 m²Both zones — this projectNothing; this is the designed band
Over 200 m²Everything, plus optionsNothing — room for a second arena or a larger cinema format

The layout behind this vr park also travels well between markets. Vietnam, Europe and North America have different building codes, labour costs and customer expectations, but a vr park that separates seated machines from active play, and keeps a single circulation path through the room, reads correctly in all three. What changes is the specification, not the geometry.

For an operator planning their own mall vr park, the useful exercise is not to copy this plan but to answer the same five questions a mall will ask: how much open floor is available for the arena, how much can the floor take, where does the power come from, where are the escape routes, and how many staff will you have on the floor at peak. A vr park equipment package is the easy part once those are settled.

FAQ

Are the photographs in this article renders, or of a real installation?
They are real photographs of the delivered installation, taken on site once construction was complete and the equipment had been installed, immediately before the venue opened. They are not renders and not concept images. The C4D drawing in section 1 is shown separately, so the two can be compared directly.

How large does a mall vr park need to be?
It depends whether you want a free-roam arena in the vr park. A seated and racing mix works from roughly 60–80 m². Adding a free-roam multiplayer arena needs a larger open area — the requirement scales with how many players you want in a session — which is why layouts of this type generally start near 120 m². Section 6 sets out what survives at each size band.

Does the venue floor have to be rebuilt for the equipment?
No. The equipment in this vr park is designed to run on the venue’s existing floor, so the surface treatment stays a fit-out decision the operator controls. That keeps the existing flooring in place, avoids paying for a finished platform under the machines, and leaves the perimeter and finish specification open to whichever option suits the site and the budget. None of it changes machine positions, clearances or tracking performance — and none of it is required for the equipment to start.

What does a project like this cost?
Cost depends on the equipment mix, the floor area and the condition of the unit, so LEKE VR quotes per project rather than publishing a figure. Send the floor dimensions, the open area available for the arena and the machines you are considering, and the team will return a layout with a line-item quotation for it.

Can the same layout work in a European or US mall?
The zone logic travels; the specification does not. Building regulations, escape route requirements, labour costs and floor loading rules differ by market, and each one can change machine positions or remove a zone entirely. That is why every layout is drawn against the actual unit rather than adapted from a template.

What after-sales support comes with a venue like this?
LEKE VR provides engineering support online. Qualified engineers handle maintenance questions and fault diagnosis remotely, and stay available to the venue after handover. Because the company builds the equipment and runs its own venues, that support comes from the team that made the machines rather than from a third party.

Can I see a delivered venue before committing?
Ours, yes. A customer’s, no. The showroom and factory in Guangzhou are LEKE VR’s own facilities, and visits there can be arranged directly — that is where the equipment can be seen running before anything is ordered. Venues that have already been delivered belong to the operators who commissioned them, so access is theirs to grant rather than something LEKE VR can offer on their behalf. Where a site visit is not practical, the project documentation is shared instead: layouts, installation photographs and video walkthroughs from vr park projects of a similar size and market.

Send Us Your Mall Unit and We Will Draw It

Give us the floor dimensions, the column positions, the open area you can give the arena and where the supply enters. We return a layout for your vr park with a machine list and connected load per unit — and the drawing stays yours whether or not you proceed.