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Shootout — Knowledge Base

Shootout

Knowledge

Getting Started

What is Shootout?

Category: Getting Started

User Level: Beginner

Summar: An overview of the Shootout series — what it is, the six sub-engagements, and how the product is structured.

Overview

  • Shootout is a series of sport-themed shooting game activations

  • Players use their phones to aim and shoot at targets or goals, competing for the highest score within a timed session

  • The series includes six sub-engagements: Football (QB Toss), Hockey (Slapshot), Basketball (Swish), Carnival, Baseball (Grand Slam), and Soccer (Goal)

Product structure

  • Shootout is the product family — clients purchase one or more individual sub-engagements

  • All sub-engagements are accessed from Shootout in the top product navigation bar

  • Each instance is sub-engagement specific — when creating a new instance, you select which sub-engagement it is for

  • Only sub-engagements your organization has purchased will be available

Operation modes

  • Sync — all players play simultaneously in one shared session; mainboard shows real-time 3D gameplay

  • Async — players participate on their own schedule; mainboard shows an active leaderboard

Related articles: Logging in and accessing Shootout | Operation modes: Sync and Async | Understanding instances

Accessing Shootout

Category: Getting Started

User Level: Beginner

Summary: How to open the Shootout product.

Opening Shootout

  • Log in to the CUE Platform

  • From the top product navigation bar, click Shootout

  • The platform opens to your Shootout instances view

Creating a new instance

  • Click the button to add a new instance

  • Select the sub-engagement the instance is for — only purchased sub-engagements are available

  • Each instance holds the configuration for one specific sub-engagement

Related articles: What is Shootout? | Understanding instances

Understanding instances in Shootout

Category: Getting Started

User Level: Beginner

Summary: What a Shootout instance is, what it contains, and when to use more than one.

What is an instance?

  • An instance is a complete, self-contained setup for one Shootout sub-engagement

  • It holds the sub-engagement type, event planning settings, Control tab configuration, design settings, and prizing

  • Multiple instances can exist — for example, one for each event, venue, or configuration

Sub-engagement specificity

  • Each instance is tied to one sub-engagement — you cannot switch sub-engagements within an existing instance

  • To run a different sub-engagement, create a new instance and select the appropriate sub-engagement

When to use multiple instances

  • Different events requiring different configurations or designs

  • Running multiple sub-engagements at the same event

  • Keeping analytics separate for different activation periods

Related articles: What is Shootout? | Logging in and accessing Shootout

Operation Modes

Operation modes: Sync and Async

Category: Operation Modes

User Level: Beginner

Summary: The two operation modes in Shootout — what each does, how they differ, and when to use each.

Sync mode

  • All players play simultaneously during one shared session

  • Each player gets one attempt per session

  • The gameplay timer limits total play time for everyone

  • The mainboard shows a real-time 3D animation of the actual shots being made during gameplay

  • At the end of the session the leaderboard is displayed in a format that highlights 1st, 2nd, and 3rd place prominently, followed by 4th through 10th place

  • Best for live events where simultaneous participation creates energy — halftime shows, watch parties, in-venue activations

Async mode

  • Players participate on their own schedule within the activation window

  • Each player gets one attempt unless Free Play is enabled

  • The operator starts and stops the event; players can join at any time while it is running

  • The mainboard shows an active leaderboard with a 3D scene in the background — no active gameplay animation

  • Best for activations that run over an extended period — lobby experiences, multi-day campaigns, sponsor activations

Free Play

  • Available within Async mode only

  • Allows players to play repeatedly rather than being limited to one attempt per session

Prizing considerations by mode

  • Sync: all prize types can be Automatic or Manual

  • Async: Points, Rank, and Consolation should be Manual; Participation can be either

Important: In Async mode, setting competitive prizes to Automatic can result in prizes being distributed before all players have had a chance to compete.

Related articles: Event planning | Prizing in Shootout

Event Planning

Event planning

Category: Control

User Level: Beginner

Summary: How to configure when and how long your Shootout activation runs using Duration, Schedule, and automatic reset.

Event planning modes

  • Off — manage start and stop manually; no automatic timing

  • Duration — the event runs for a set length of time and stops automatically

  • Schedule — set a specific start date/time and end date/time; the platform handles starting and stopping automatically

Automatic reset

  • Available within the Schedule mode

  • Resets the instance within the scheduled window, enabling multiple play cycles

  • Each reset creates a new analytics session and a fresh prize cycle

  • Useful for activations that run continuously over a long period with periodic fresh starts

Stop event when prizes reach zero

  • When enabled, the event automatically stops when the prize inventory is fully claimed

  • Useful for activations with a limited prize supply — the event closes as soon as all prizes are gone

Related articles: Operation modes: Sync and Async | Prizing in Shootout

Control Tab

Control tab — shared settings

Category: Control

User Level: Beginner

Summary: The Control tab settings that are available across all six Shootout sub-engagements.

Event planning

  • Duration, Schedule, or Off — see the Event Planning article for full detail

Event mode

  • Sync or Async — see Operation Modes for full detail

Free Play

  • Async only — allows players to play repeatedly within the session

Tutorial

  • Toggle to enable or disable the tutorial that plays at the beginning of the game showing players how to play

Touch to Start screen

  • A screen that displays text prompting the player to tap — primarily exists to enable sound on iPhone devices

  • If a player does not touch the screen first, sound will not play on iOS

Sound

  • Toggle to enable or disable all game sound

Custom fonts on buttons

  • Upload fonts in the Design tab, then enable this toggle to apply them to buttons throughout the activation

Gameplay duration timer

  • How long players have to shoot during the game after the countdown completes

Countdown timer

  • The 5-4-3-2-1 countdown displayed before gameplay begins

Related articles: Control tab — Football (QB Toss) specifics | Control tab — Hockey (Slapshot) specifics | Control tab — Basketball (Swish) specifics

Control tab — Football (QB Toss) specific settings

Category: Control

User Level: Beginner

Summary: Football (QB Toss) uses all shared Control tab settings. There are no additional unique mechanics beyond the shared settings.

  • All settings for Football (QB Toss) are covered in the shared Control tab settings article

  • There are no sub-engagement-specific control mechanics for Football (QB Toss)

Related articles: Control tab — shared settings

Control tab — Hockey (Slapshot) specific settings

Category: Control

User Level: Beginner

Summary: The two additional Control tab settings unique to Hockey (Slapshot): hockey stick visibility and target transition timer.

Hockey stick visibility

  • Toggle to show or hide the hockey stick in the game

Target transition timer

  • Hockey (Slapshot) has targets within the goal that cycle in and out during gameplay

  • This timer controls how quickly the targets switch

  • A lower number means faster target transitions; a higher number means targets stay longer

  • Around 5 seconds works well for most activations

  • Around 3 seconds is suitable for more experienced players or repeat activations where players are familiar with the game

Related articles: Control tab — shared settings

Control tab — Basketball (Swish) specific settings

Category: Control

User Level: Beginner

Summary: The three additional Control tab settings unique to Basketball (Swish): distance mechanic, static positioning, and the HORSE mechanic.

Distance mechanic

  • When enabled, the shooting position gradually moves further from the basket as the game progresses

  • Makes the game progressively more challenging toward the end of the gameplay timer

Static positioning

  • Controls whether the ball moves left and right during gameplay

  • Enabled: ball stays centered — consistent shooting position throughout

  • Disabled: ball moves left and right toward the end of the game, adding an additional challenge

HORSE mechanic

  • An optional gameplay mode that replicates the classic HORSE basketball game

  • Players receive a letter when they miss a shot

  • When a player spells the complete word, they lose

  • The word is customizable — up to six characters; does not have to be "HORSE"

  • As letters accumulate, crowd cards appear in the game displaying the letters

  • The on fire mechanic is entirely separate from HORSE and the two do not affect each other

Tip: Customize the HORSE word to match your team name, a sponsor, or your event theme.

Related articles: Control tab — shared settings

Control tab — Carnival specific settings

Category: Control

User Level: Beginner

Summary: Carnival uses all shared Control tab settings with no additional unique mechanics.

  • All settings for Carnival are covered in the shared Control tab settings article

  • There are no sub-engagement-specific control mechanics for Carnival

Related articles: Control tab — shared settings

Control tab — Baseball (Grand Slam) specific settings

Category: Control

User Level: Beginner

Summary: Baseball (Grand Slam) uses all shared Control tab settings with no additional unique mechanics.

  • All settings for Baseball (Grand Slam) are covered in the shared Control tab settings article

  • There are no sub-engagement-specific control mechanics for Baseball (Grand Slam)

Related articles: Control tab — shared settings

Control tab — Soccer (Goal) specific settings

Category: Control

User Level: Beginner

Summary: Soccer (Goal) uses all shared Control tab settings with no additional unique mechanics.

  • All settings for Soccer (Goal) are covered in the shared Control tab settings article

  • There are no sub-engagement-specific control mechanics for Soccer (Goal)

Related articles: Control tab — shared settings

Prizing

Prizing in Shootout

Category: Prizing

User Level: Beginner

Summary: The four prizing condition types available in Shootout and guidance on distribution mode by operation mode.

The four condition types

  • Points — the player reaches or exceeds a set point threshold to receive the prize

  • Rank — the player finishes within a specified rank range (e.g., 1st through 10th)

  • Participation — the player plays the game

  • Consolation — the player plays but does not receive any other prize

Distribution mode by operation mode

  • Sync mode: all prize types can be set to Automatic or Manual

  • Async mode — Points: Manual recommended

  • Async mode — Rank: Manual recommended

  • Async mode — Participation: Automatic or Manual — either works

  • Async mode — Consolation: Manual recommended

Why Manual is recommended for Async

  • In Async mode players participate over an extended period and may play multiple times if Free to Play is enabled

  • Manual distribution gives the operator control over when prizes are awarded rather than distributing them as soon as a condition is met

  • This prevents prizes being awarded at the wrong time during an ongoing activation

Distributing manual prizes

  • When you stop the event with manual prizes pending, the platform will warn you

  • Distribute all manual prizes before stopping the event to ensure all qualifying players receive their prizes

Important: Do not stop an Async event without first distributing manual prizes — check for pending prizes before ending the session.

Related articles: Operation modes: Sync and Async | Event planning

Analytics

Analytics in Shootout

Category: Analytics

User Level: Beginner

Summary: What analytics data is available for Shootout activations and how to access and export reports.

Available metrics per session

  • Date and time the event ran

  • QR code scans

  • Total players

  • Unique players

  • Returning players

  • Total time played

  • Total prizes delivered

Accessing analytics

  • Go to the Analytics tab within your instance

  • If you have multiple instances, use the instance dropdown to select the one you want to view

Exporting reports

  • Click the export option for any session to download a detailed report

Note: Additional detail on player-level analytics fields and report contents will be added in a future update.

Related articles: Operation modes: Sync and Async

Design

Design — shared elements across all sub-engagements

Category: Design

User Level: Beginner

Summary: The design uploads and color settings that are available across all six Shootout sub-engagements.

Shared uploads

  • Game title image

  • Team logo

  • Sponsor logo

  • Loading image

  • Mobile background

  • Mainboard background

Shared color settings

  • Leaderboard fill

  • Leaderboard text

  • Leaderboard frame accent

  • Top ten rank color

  • On fire effect color

Fonts

  • Upload custom fonts in the Design tab

  • Enable the custom fonts toggle in the Control tab to apply them to buttons

Note: Full upload specifications including file sizes, dimensions, and format requirements will be added in a future update.

Related articles: Design — Football (QB Toss) | Design — Hockey (Slapshot) | Design — Basketball (Swish) | Design — Carnival | Design — Baseball (Grand Slam) | Design — Soccer (Goal)

Design — Football (QB Toss)

Category: Design

User Level: Beginner

Summary: Design uploads and color settings specific to Football (QB Toss).

Additional uploads

  • Touch to Start screen graphic

  • Banner image

  • Ad board images

  • Tutorial screen graphic

Additional color settings

  • Primary stadium color

  • Secondary stadium color

  • Target color 1, 2, and 3

  • Timer and score multiplier display

  • Point marker colors (20, 40, 60, and 250 point markers)

  • Field goal graphic

Related articles: Design — shared elements across all sub-engagements

Design — Hockey (Slapshot)

Category: Design

User Level: Beginner

Summary: Design uploads and color settings specific to Hockey (Slapshot), including the mainboard layout.

Additional uploads

  • Ice logo — displayed on the ice surface

  • Puck logo — displayed on the puck

  • Image left — mainboard left panel image

  • Image right — mainboard right panel image

Mainboard format

  • Sync mode leaderboard: 1st, 2nd, and 3rd place shown prominently at the top; 4th through 10th place listed below

  • Async mode: active leaderboard with 3D background scene

Related articles: Design — shared elements across all sub-engagements | Operation modes: Sync and Async

Design — Basketball (Swish)

Category: Design

User Level: Beginner

Summary: Design uploads and color settings specific to Basketball (Swish).

Additional uploads

  • Court key image

  • Inline partition image

  • Line logo

Additional color settings

  • Primary stadium color

  • Secondary stadium color

  • HORSE letter display colors

  • Ball smoke effect (appears after two consecutive made shots)

Related articles: Design — shared elements across all sub-engagements | Control tab — Basketball (Swish) specific settings

Design — Carnival

Category: Design

User Level: Beginner

Summary: Design uploads and the unique layered visual interface specific to Carnival.

The layered design interface

  • Carnival uses a unique virtual view that shows a visual representation of the game with all uploadable layers visible

  • Hovering over any area in the virtual view highlights the specific part of the scene that upload controls

  • You can click directly in the virtual view or use the standard upload icon — both work

Design layers

  • Targets — the objects players aim at

  • Foreground bars — the horizontal bars in the foreground

  • Foreground tops and bottoms — top and bottom sections of the foreground

  • Background walls

  • Background center walls

  • Background light strips

Related articles: Design — shared elements across all sub-engagements

Design — Baseball (Grand Slam)

Category: Design

User Level: Beginner

Summary: Design uploads, the jersey text editor, and color settings specific to Baseball (Grand Slam).

Jersey text editor

  • Built-in editor for customizing the name and number displayed on the player's jersey

  • Configurable settings: name text, number text, font size, character spacing, X axis position, Y axis position, color

  • Once complete: click Replace Current Texture to apply, or click Download to save the texture file

  • Click outside the editor window to close it

Additional uploads

  • Stadium background — a 2D image that fills the full backdrop behind all other game elements (sky to ground)

  • Paint texture — for teams with specific court or field patterns

  • Jersey texture — for teams with specific jersey patterns

  • Pitch logo

  • Home plate logo

Additional color settings

  • On fire effect color

  • Baseball trail color

  • Confetti color

  • On hit effect color

  • Pants color

  • Helmet color

  • Shoes color

  • Gloves color

  • Jersey primary color

  • Jersey secondary color (under sleeves)

  • Bat primary color

  • Bat secondary color (taper)

  • Bat rubber color

  • Target ×2 color

  • Target ×3 color

  • Target ×5 color

  • Timer bar color

  • Top of UI color

Related articles: Design — shared elements across all sub-engagements

Design — Soccer (Goal)

Category: Design

User Level: Beginner

Summary: Design uploads and color settings specific to Soccer (Goal), including the meter display and team flags.

Additional uploads

  • Field logo — displayed on the pitch

  • Go left image — directional indicator

  • Go right image — directional indicator

  • Media behind goal — image or video displayed behind the goal net

  • Team flag left — flag displayed on the left side

  • Team flag right — flag displayed on the right side

Meter display

  • Soccer (Goal) features a meter UI showing players how much time remains and how far along they are in their on fire streak

  • This makes it more intuitive for players to know their status at a glance

Additional color settings

  • Button color

  • Confetti color

  • Target color

  • Meter fill color

  • Countdown bar color

  • Smoke/crowd effect color

Related articles: Design — shared elements across all sub-engagements

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