May 29, 2025
Image sourced from Google
In a world increasingly driven by immersive technology, sports and gaming continue to intersect in exciting new ways. One standout example is “Kick to Win,” a gesture-based multiplayer AFL game developed by NXT Interactive using Microsoft Kinect. Designed to mimic the thrill of kicking goals in Australian Football League, this interactive experience delivered high-energy excitement for fans of all ages.
Created for Chemist Warehouse’s brand activation, the game allowed participants to physically kick towards a virtual goal on screen, combining motion tracking, competitive play, and dynamic visuals into a seamless, unforgettable interaction.
The Concept: Bringing the Game to the People
NXT Interactive’s vision for “Kick to Win” was to merge physical movement with digital responsiveness, letting users experience the sport without needing a real ball or field. Using Kinect’s motion-sensing camera, players’ real-world kicks were tracked and translated into virtual kicks in the game.
The goal was to create an experience that was easy to use, highly replayable, and most importantly—fun. It needed no controllers or physical objects—just the player and their movement.
Key Features That Made It a Hit
1. Gesture-Based Gameplay
Thanks to the Microsoft Kinect sensor, “Kick to Win” accurately captured lower-body motion, particularly kicking gestures. This intuitive interface ensured players could simply walk up, follow a quick instruction, and begin playing immediately. It leveled the playing field for children, teens, and adults alike.
2. Multiplayer Competition
To keep excitement levels high, the game was designed for head-to-head competition. Two players could compete in real-time, kicking towards their respective virtual goals. The system kept live scores, increasing the tension and driving more participation.
3. Quick Game Loops
Each round lasted around 60 seconds, providing short, high-impact experiences perfect for live events. The short duration allowed for maximum throughput during busy activations while giving participants a satisfying experience.
4. Unlimited Goals
The rules were simple: score as many goals as possible in the given time. This encouraged active movement and rewarded fast reflexes and accuracy.
5. Visually Engaging Feedback
The game was accompanied by dynamic visuals, with animations and instant scoring feedback. The interface made each goal exciting and offered cues to spectators—drawing them in and encouraging them to try it next.
Hardware + Software Setup
Behind the smooth gameplay was a robust and flexible hardware-software system:
Hardware:
Microsoft Kinect Sensor (for body tracking and gesture detection)
High-performance PC with GPU support (to run the game engine smoothly)
55-inch Display Screen on a stand (for live gameplay visuals and scoring feedback)
Sound system for effects and announcements
Optional: LED branding frame or backdrop setup for immersive booth experiences
Software Backend:
Custom-built game developed using Unity 3D (integrated with Kinect SDK for accurate motion tracking)
Real-time score calculation engine
Player tracking module to ensure multiple users could interact without glitches
Attract screen module with looping teaser animations when idle
Analytics add-on (optional) to record participation, average scores, and session lengths for event reporting