Epic Games has released a new Sports Broadcast | Motion Design Sample, available free on the Fab marketplace. Built in collaboration with Capacity Studios, the package provides broadcast artists with a complete set of sports graphics assets designed entirely with Unreal Engine’s Motion Design toolset.
The release is positioned as both a practical starter kit and a guided showcase of Motion Design workflows inside Unreal Engine.
What’s in the Box
Epic lists more than 40 animated, rigged, and pre-designed elements. These include templates for scoreboards, player line-ups, match statistics, and other staples of sports broadcasting. All are fully rigged and built to demonstrate reusable setups rather than complex, one-off solutions.
According to Epic, the assets avoid heavy reliance on Blueprints or advanced scripting. The stated goal is to keep the learning curve low (relativly speaking of course. We are still comple neophytes in that thing!) and highlight the Motion Design system itself.

Motion Design Features in Action
The sample makes use of a wide range of Motion Design features now embedded in Unreal Engine’s core. Epic lists:
- Transition Logic
- Rundown
- Cloners and Effectors
- Remote Control
- Material Designer
- Masking
- Animators and Modifiers
- Motion Design’s Custom Outliner
Each of these features is applied in context, so broadcast artists can see real-world usage rather than abstract demos.

Engine Version and Update Path
This initial release is built in Unreal Engine 5.6.1. Epic has confirmed a Unreal Engine 5.7 version is planned. That update will incorporate functionality and refinements developed as a result of building this sample. No release date for the 5.7 version was given.

Teaching by Example
The package is not only about graphics delivery but also functions as a structured tutorial. Because it sticks to core Motion Design features, it offers an accessible entry point for those new to Unreal’s procedural motion workflows. Artists can dissect and repurpose the included rigs without first needing extensive Blueprint experience.
Epic describes the sample as a way to “jumpstart” projects. The implication is that the company continues to court not just game developers and VFX teams, but also broadcast graphics departments.

A Reminder for Production Use
As always, new samples and assets should be tested carefully in actual production environments before deployment. Stability, integration into existing broadcast pipelines, and rendering performance under real-world conditions were not independently verified at press time.