Interactive kiosk across 40 retail stores
A retail chain needed a kiosk experience that could run 12 hours a day, handle 1,000+ touch interactions, and deploy identically across 40 stores. We built it in Unity and shipped it in 6 weeks.
- Client
- Retail chain (NDA)
- Year
- 2026
- Duration
- 6 weeks
- Practice
- Studio
§ 01Brief
The client had an existing POS system and wanted an interactive product-explorer kiosk for their flagship stores. Previous vendor attempts had produced a brittle Electron app that crashed daily — they needed something built for the hardware, not ported from a browser.
We scoped a Unity 6 application with a custom touch abstraction layer, a lightweight CMS for product data, and a remote-deploy pipeline. The goal was a single build that could be updated over the air without touching the physical unit.
§ 02Approach
- 01Discovery
Hardware-first scoping
We started with the exact display and touch controller the client was locked into. Every design decision flowed from those constraints — resolution, touch latency, ambient brightness.
- 02Architecture
Unity + lightweight CMS bridge
Product data lived in a headless CMS. Unity polled a JSON feed every 15 minutes. No native CMS SDK — just a tiny REST client we wrote ourselves.
- 03Delivery
OTA deploy pipeline
We built a CI/CD pipeline that compiled a Unity build, signed it, and pushed a delta update to the kiosk fleet over a VPN. Store managers saw a green light when the update landed.
- 04Rollout
40-store phased deployment
Stores went live in 4 batches of 10. Each batch ran for 72 hours before the next was unlocked. Two bugs caught in batch 1 never reached the remaining stores.
§ 03Outcomes
§ 04Gallery
“The kiosk has been running for 3 months without a single on-site callout. That has never happened with any of our previous vendors.”