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
