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Shootout — Skills Guide

Shootout

Skills Guide: Getting Started vs Advanced

A learning roadmap for Shootout operators.

Getting started: You understand the Shootout product structure, can create and configure an instance, run both Sync and Async activations, configure prizing correctly for each mode, and test before going live.

Advanced: You can configure sub-engagement-specific mechanics, manage complex Async activations with multiple prize types, use event scheduling and automatic reset for extended campaigns, customize designs across all six sub-engagements, and coordinate live Sync activations with production teams.

Getting Started

Master everything in this section before your first Shootout activation.

Platform basics

  • Logging in and navigating to Shootout

Finding Shootout in the product navigation bar.

  • Understanding that Shootout is a product family — each sub-engagement is purchased separately

Clients only see and can use sub-engagements they have purchased.

  • Creating a new instance and selecting the correct sub-engagement

Each instance is tied to one sub-engagement — this cannot be changed after creation.

Understanding the six sub-engagements

  • Football (QB Toss) — players throw at targets worth different point values; field goal available

  • Hockey (Slapshot) — players shoot at targets within a goal that cycle in and out

  • Basketball (Swish) — players shoot baskets; optional distance, positioning, and HORSE mechanics

  • Carnival — carnival-themed shooting gallery with a unique layered design interface

  • Baseball (Grand Slam) — players hit targets; unique jersey editor and stadium backdrop

  • Soccer (Goal) — players kick at targets; newest and most polished UI with meter display

Operation modes

  • Sync mode — all players play simultaneously; one attempt each; mainboard shows real-time 3D gameplay

Best for live events with a defined moment — halftime shows, in-venue activations.

  • Async mode — players play on their own schedule; mainboard shows active leaderboard

Best for extended activations — lobby experiences, multi-day campaigns.

  • Free Play toggle — allows repeated attempts within Async

Only available in Async mode.

  • Understanding that each player gets one attempt in both modes unless Free to Play is enabled

A common point of confusion — worth confirming before every activation.

Event planning

  • Off, Duration, and Schedule modes — what each does and when to use each

Schedule mode with automatic reset is powerful for extended campaigns.

  • Stop event when prizes reach zero — what it does and when to enable it

Critical for participation prize activations with a limited supply.

Control tab — shared settings

  • Tutorial toggle — enabling and disabling the how-to-play tutorial

  • Touch to Start screen — why it exists (iPhone sound) and when to use it

Clients often ask why this screen exists — knowing the reason prevents confusion.

  • Sound toggle

  • Gameplay duration timer and countdown timer — what each controls

Understanding the difference between these two timers is foundational.

Prizing basics

  • The four condition types: Points, Rank, Participation, Consolation

All four are available in Shootout — different from some other products.

  • Sync mode prizing: all types can be Automatic or Manual

  • Async mode prizing: Points, Rank, Consolation = Manual; Participation = either

The most important prizing rule in Shootout — wrong distribution mode in Async causes real problems.

  • Distributing manual prizes before stopping the event

The platform warns you — but knowing to expect this prevents panic on game day.

Analytics basics

  • Accessing the Analytics tab and selecting the correct instance

  • Understanding the session-level metrics: players, QR scans, time played, prizes delivered

  • Exporting a report

Design basics

  • Shared design uploads: game title, team logo, sponsor logo, loading image, backgrounds

These six uploads are the same for every sub-engagement.

  • Shared color settings: leaderboard elements, on fire color

  • Uploading fonts and enabling them on buttons via the Control tab toggle

  • Understanding that sub-engagement-specific design elements exist and differ by sport

Sets the expectation before diving into any specific sub-engagement.

Advanced

These skills are for experienced operators running complex activations or managing sub-engagement-specific configurations.

Sub-engagement-specific control mechanics

  • Hockey (Slapshot): configuring the target transition timer for the right difficulty level

Around 5 seconds for general audiences; around 3 seconds for experienced players.

  • Basketball (Swish): distance mechanic — when to enable and what it does to player experience

  • Basketball (Swish): static positioning — understanding the left/right ball movement mechanic

  • Basketball (Swish): HORSE mechanic — setting it up, customizing the word, understanding the rules

Full gameplay mechanic — needs to be explained to players before the activation.

Advanced event planning

  • Schedule mode with automatic reset for multi-session campaigns

Multiple analytics cycles and prize resets within a single scheduled window.

  • Designing activation windows for Async campaigns — how long to run, when to stop

  • Free Play strategy — when repeated play helps vs when it creates prize distribution problems

Advanced prizing

  • Managing multiple prize types simultaneously — combining Points, Rank, Participation, and Consolation

Complex but powerful — needs careful distribution mode planning, especially in Async.

  • Understanding how automatic reset affects prize cycles

  • Using Stop event when prizes reach zero strategically

Sub-engagement-specific design

  • Football (QB Toss): configuring banner, ad boards, stadium colors, and target colors

  • Hockey (Slapshot): ice logo, puck logo, mainboard image left/right placement

  • Basketball (Swish): court key, partition, line logo, and stadium color configuration

  • Carnival: using the layered virtual view interface to upload and position assets correctly

The unique interface is intuitive once understood but unfamiliar the first time.

  • Baseball (Grand Slam): using the jersey text editor — name, number, positioning, texture replacement

The most complex design feature in the series.

  • Baseball (Grand Slam): stadium background — understanding the full backdrop and what it covers

  • Soccer (Goal): configuring team flags, goal media, and the meter display colors

Live production coordination

  • Sync mode coordination — timing the start with venue production or a live event moment

  • Managing the mainboard output in Sync vs Async — knowing what each shows and why

  • Handling the end of a Sync event — leaderboard format, prize distribution sequence

Readiness Checklists

Before your first activation

  • I understand which sub-engagement this instance is for and have created the instance correctly

  • I have chosen Sync or Async mode and understand what each means for my event

  • I have configured event planning (Duration, Schedule, or Off)

  • I have set the gameplay duration timer and countdown timer

  • I have enabled or disabled the tutorial, touch to start screen, and sound as needed

  • I have configured all four prize types with the correct distribution mode for my operation mode

  • I have uploaded the shared design assets: game title, team logo, sponsor logo, backgrounds

  • I have confirmed I know how to access Analytics and export a report after the event

  • I have distributed any manual prizes before stopping a test run

Before a complex or high-production activation

  • I have configured any sub-engagement-specific control mechanics (HORSE, distance, target transition)

  • I have customized all sub-engagement-specific design elements

  • I have tested the full activation from start to finish including prizing and leaderboard

  • For Async: I have confirmed all competitive prizes are set to Manual distribution

  • For Sync: I have coordinated the start timing with venue production

  • I have confirmed the mainboard output is set up correctly for the operation mode being used

  • I have a plan for distributing manual prizes at the end of the activation

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