Shuffle
Skills Guide: Getting Started vs Advanced
A learning roadmap for Shuffle operators.
Getting started: You understand the three activation configurations, the mainboard content options, can configure and run a Custom Video activation, set stage timers correctly, and test the activation thoroughly before going live.
Advanced: You can build, customize, and record white-label and custom Unreal activations, coordinate complex live production setups, manage multi-scene and multi-configuration libraries, and make informed decisions about all operating modes.
Getting Started
Master everything in this section before your first activation. These skills are required for any operator running a Shuffle activation.
Platform basics
Navigating to Shuffle and understanding the instance panel
How to reach the product and access Start, the QR code, and the mainboard link.
Understanding the three activation configurations
Mainboard and Mobile: the full activation
The most common configuration — video plays on screen while guests participate on phones.
Mainboard Only: video display without mobile interaction
Used when the content is shown as a standalone display.
Mobile Only: mobile interaction without platform mainboard output
The platform runs the mobile experience while video comes from an external source.
Knowing that all three configurations support Automatic and Manual flow
Flow mode is independent of configuration type.
Understanding the mainboard content options
What Custom Video is and why it is best practice for game day
Pre-recorded video plays consistently and requires far less computing power than live Unreal rendering.
What Unreal mode is used for — building, customizing, and creating content
Unreal is the creative environment; Custom Video is the game day delivery method.
The recommended workflow: build in Unreal, record the output, upload as Custom Video
Understanding this sequence is foundational for operating Shuffle correctly.
That custom builds and white-label builds both use the same platform interface
No operational difference on game day — same Control tab, same flow modes.
That Enable Bounce and Enable Percentage are Unreal-only settings — irrelevant to Custom Video
Prevents confusion when these appear in the Control tab.
The Custom Video
Navigating to Design → Design Settings and selecting Custom Video
The upload location for any pre-recorded video.
Uploading an MP4 at 1920×1080, 16:9
Required format — other formats may not display correctly.
Using the three-dot menu to download, delete, or replace the video
Basic file management between events.
That the Custom Video source can be an Unreal recording, a third-party video, or any compatible MP4
Clients are not limited to videos created in the platform.
Opening the mainboard link and going fullscreen on the display device
Required setup — the video will not appear without this.
Understanding the white-label Unreal build
The eight available scenes and what is hidden in each
Baseball/Basketball/Cricket/Football/Rugby/Soccer hide a ball; Hockey hides a puck; Rodeo hides a belt buckle.
The shuffling object options by scene — hats, helmets, cowboy hats
Most scenes use hats; Football and Baseball also offer helmets; Rodeo uses cowboy hats.
The three difficulty levels: Easy, Medium, Hard
Difficulty affects Gameplay duration — important for setting guest expectations.
The three item count options: 3, 4, or 5 objects
Number of items affects both the visual and the mobile choices simultaneously in Unreal.
Winner settings: Random or preselected; starting position cannot be preselected
Understanding the winner options prevents surprises during setup.
That the Gameplay stage duration is fixed in Unreal mode and cannot be manually changed
A key difference from Custom Video — the timer is set by difficulty and item count.
Stage configuration and timing
What each stage represents: Title, Hide, Gameplay, Selection, Reveal, Thank You
The foundation for all timing work.
That Custom Video timers must be set manually to match the video's section durations
No automatic sync exists — manual configuration is always required.
That timers control the mobile experience, not the video
The video plays at its own pace; timers only move the phone through its stages.
That the video stops when the Thank You stage timer expires
The only timer that directly affects the video.
That stages run sequentially — adjusting one affects when the next begins
Critical for making accurate adjustments after a test.
How to measure video section durations with a stopwatch or editing software
The practical method for determining what timer values to enter.
Setting Number of Items to match the video hat/object count (Custom Video)
A mismatch creates a confusing experience for guests.
Choosing a selection layout: Quad Box, horizontal carousel, vertical carousel
Understanding the options before the activation is built.
What the Thank You stage can be used for: message, sponsor content, URL redirect
A commonly underused stage with meaningful flexibility.
Flow mode
Understanding Automatic mode and when to use it
Recommended for most activations — timers do all the work after Start is clicked.
Understanding Manual mode and when to use it
Recommended when live contestant interaction or crowd involvement may require holding stages.
Always being on the Control tab before clicking Start
A simple but important habit.
Coordinating Start timing with external content or production
Crucial for keeping mobile and video in sync from the first frame.
Testing
Opening both mainboard and mobile links for side-by-side testing
The only reliable way to confirm sync before an event.
Identifying which stages are early or late and adjusting the correct timers
The core diagnostic skill of the testing process.
Running multiple test cycles until sync is confirmed
Two to three runs is normal — expected, not a problem.
Knowing the activation resets automatically in Automatic mode
No manual reset needed between runs.
Advanced
These skills are for experienced operators running complex, high-production, or multi-event activations.
Unreal recording and content library management
Using video editing software to measure section durations at the frame level
Adobe Premiere Pro or similar gives exact timecodes — dramatically reduces test cycles.
Recording the Unreal output for white-label and custom builds
The bridge between the creative build and reliable game day playback.
Building and maintaining a library of recorded scenarios across scenes, difficulties, and item counts
Gives options for ready-to-use videos for any event configuration without additional recording time.
Swapping logos, colors, and scene configurations and re-recording as needed
The full advantage of doing recordings independently — unlimited flexibility.
White-label Unreal build configuration
Understanding the Gameplay duration order across all difficulty and item count combinations
Helps set correct guest expectations and choose the right difficulty for the event context.
Choosing the right scene, difficulty, item count, and shuffling object for a given activation
Matching the configuration to the event type and audience.
Understanding Enable Bounce and Enable Percentage in the context of the Unreal build
Relevant during the creation process even though not used on Custom Video game days.
Configuring helmet vs hat options for Baseball and Football scenes
Currently available for those two scenes — requires selecting the right option at build time.
Custom Shuffle builds
Understanding what a custom build includes and how it differs from white-label
Custom scene, hidden object, shuffling objects, optional intro, audio, hard-coded branding, custom mobile assets.
Operating a custom build activation — same interface as white-label
No operational difference on game day; same Control tab and flow modes.
Production coordination
Coordinating Start timing precisely with a clip server operator or producer
Live productions require clear cue communication — knowing how and when to give cues.
Running a Mobile Only activation timed to an external video source
Requires accurate timer configuration without any video in the platform to test against.
Running Unreal live when necessary, understanding the added risk
Rare use case — knowing the risks and mitigations when it is the right choice.
Testing with the actual event display setup rather than just a laptop
Real-world output conditions can differ from a test setup.
Advanced activation design
Maximizing the Thank You stage for sponsor messaging and URL redirects
Turning the end stage into a high-value moment for sponsors or audience engagement.
Choosing Manual mode intentionally for live contestant or crowd interaction scenarios
Knowing when the flexibility of manual control outweighs the simplicity of automatic timing.
Managing multiple instances for different events, scenes, or configurations
Keeps activations organized across a complex event calendar.
Readiness Checklists
Before your first activation
I understand the three activation configurations and which one applies to my event
I understand the difference between Unreal and Custom Video and know why Custom Video is best practice
I have uploaded an MP4 Custom Video in Design → Design Settings
I know how many objects are in my video and what is hidden
I have measured the duration of each section of my video
I have entered stage timers in the Control tab for Hide, Gameplay, Selection, Reveal, and Thank You
I have set Number of Items to match my video
I have chosen a selection layout
I have opened the mainboard link on a display device and confirmed the video plays correctly
I have run at least two full test cycles and confirmed mobile and video are in sync
I know to be on the Control tab before clicking Start
I have chosen the right flow mode for my activation (Automatic or Manual)
Before a complex or high-production activation
I have measured video section durations in editing software for frame-accurate timings
I have coordinated with the production team or clip server operator on Start timing and cues
I have tested with the actual event display setup — video board, resolution, and physical connection
I have configured the right scene, difficulty, and item count for the activation if using Unreal
I have a library of recorded scenarios ready so I am not dependent on live Unreal rendering on game day
I have staged any sponsor messaging or URL redirect in the Thank You stage
I have run a rehearsal with the complete production setup
I have documented my final timer values so they can be restored quickly if changed in error
I know whether this activation needs Manual mode (live contestants / crowd interaction) and have prepared the operator accordingly
