All Work

Kiosk Experiences

Touchscreen kiosk games for retail floors, trade shows, and brand activations. Designed for one-shot crowds: instant comprehension, short sessions, repeat-friendly UI that holds up to a full day of strangers tapping it.

5 projects shipped.

Frequently asked questions

What is a kiosk experience?
A kiosk experience is an interactive touchscreen application designed for public installations: retail floors, trade-show booths, brand activations, and museums. Unlike consumer apps, kiosk experiences must be instantly comprehensible (users have no manual, no tutorial patience), self-recovering (auto-reset between sessions), and resistant to misuse (no system-menu access, no browser navigation).
How are kiosk games different from regular HTML5 games?
Kiosk games target large touchscreens (typically 21-43 inches) with fingertip-friendly UI, run in fullscreen kiosk mode (no address bar, no back button), reset themselves between users after idle timeout, often run on Windows-based or Android-based kiosk hardware, and rarely require network connectivity. Audio mixing also differs, since kiosks must be audible above retail-floor noise but not annoying on repeat.
Do kiosk games need internet connectivity?
Most kiosk deployments are offline-first: the game ships as a packaged bundle that runs entirely on-device. Network is optional for leaderboards, prize redemption, or analytics push. Designing for offline-first avoids the worst kiosk failure mode: a unit going dark because the venue WiFi dropped.
What kiosk hardware do you target?
Common targets include ELO 21-32" touchscreens running Windows 10 IoT in browser-kiosk mode, BrightSign players for digital signage with limited interactivity, custom-built Android tablets in lockable enclosures, and iPads in Guided Access mode for smaller-footprint activations. The hardware drives engine choice: older Windows kiosks may need Phaser-CE for IE11 compatibility, while modern installations run anything.

Briefing a kiosk experience?

I build end-to-end (concept → playable → network-ready bundle). Happy to walk through specs, file-size budgets, and engine choice on a 20-minute call.

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