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Chronicles

The story behind the story

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French luxury goods group LVMH plans to use Epic Games' 3D tools for immersive products and experiences, like virtual fitting rooms, new collections, and ads

Jesse Levine / Bloomberg :

Bloomberg Jesse Levine

Context & Ripple Effects

Epic has spent years assembling the supply side of brand-ready 3D: it acquired Sketchfab's 4M-plus asset repository in 2021 and later launched the Fab marketplace with an 88% creator revenue share. LVMH is now the demand side of that pipeline, committing to Epic's tools for virtual fitting rooms, digital collections, and ads.

The move extends a pattern rather than starting one: luxury and retail peers already run branded Roblox experiences for Gucci, Nike, Vans, and Ralph Lauren, Epic has a standing metaverse partnership with Lego, and L'Oreal's ModiFace tested AR try-on with Facebook back in 2018. LVMH has also hired a chief metaverse officer, so this is an operating commitment, not a one-off experiment.

First-order effects

  • LVMH gains in-house capability to build virtual fitting rooms and 3D ad creative without commissioning bespoke studios, putting it on the same immersive-retail footing as the Roblox-active brands it competes with.
  • Epic converts its asset infrastructure — Sketchfab's repository and Fab's catalog — into a marquee luxury client, validating the tools as enterprise-grade rather than game-industry-only.

Second-order effects

  • Rival luxury houses face pressure to match virtual try-on and 3D collection launches, pushing more of them onto Epic's toolchain and feeding asset demand through Fab's creator economy.
  • Beauty-adjacent AR players like ModiFace, which pioneered virtual try-on with Facebook, now compete against fitting rooms built on full game engines rather than lightweight AR filters.

Third-order effects

  • If the pattern holds, luxury retail's digital storefronts consolidate around a handful of 3D engines, making Epic a structural supplier to fashion the way it is to games — and making brands' immersive experiences dependent on a platform they don't own.
  • Virtual goods and fitting rooms shift from marketing stunts to standard merchandising infrastructure, the way e-commerce itself moved from experiment to expectation.

The trend: Luxury and retail brands are migrating immersive experiences onto third-party game-engine toolchains, with Epic's asset marketplace becoming the supply chain for digital merchandising.