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Your partner for interactive experiences people actually want to play with

Google Tennis, a Kinect-powered motion tracking game built by Storm Digital for Wimbledon

We're not a games studio shipping titles to an app store. Most of our game and interactive work is a one-off experience built for a specific venue, brand or event, made to hold up in front of a live crowd rather than a solo living-room session.

Pictured: Google Tennis, a Kinect-powered tennis game we built for Wimbledon that turns a player's real swing and footwork into live gameplay.

What's included

Whether it's a motion sensor, a wearable or a touchscreen kiosk driving the interaction, we scope the build around what the hardware can actually track and respond to, not the other way round.

  • Motion-tracking & sensor-based games (Kinect and similar)
  • Gamified companion apps with live leaderboards
  • Interactive installations for events & exhibitions
  • Wearable-connected experiences
  • Unity & real-time engine development
  • Multiplayer & social features

Common questions

Is this the same as building a game for the App Store or Steam?

Not usually. Most of our game and interactive work is a one-off experience for a specific venue, brand or event rather than a consumer title sold on a store: think Wimbledon's Kinect tennis game or an arena's companion app, not a mobile game meant to run for years on its own.

What hardware do you build for?

Motion sensors like Kinect, wearables that sync live data (we did this for KickTown's wearable KickBands), and standard touchscreens or exhibition kiosks. If it's a common sensor or wearable, we can usually work with it.

Do you build the physical rig or installation too?

Generally not the physical rig itself. We focus on the software and interactive logic, and work alongside whoever's building the physical side (booth, sensors, wearables) so the two integrate properly.

How long does an interactive experience like this take to build?

It depends heavily on the hardware involved: a screen-based game is quicker than something syncing live wearable data across multiple players. We'll scope a realistic timeline once we know what the experience needs to track and respond to.

What happens after the event or launch?

Physical installations often get reused across multiple events or seasons, so there's usually new content, hardware swaps or software patches to handle between outings, and we typically stay on for that.

Interactive Experiences

Want to see more first? Take a look at our work or explore everything we build. For the engine underneath most of these builds, see our Unity development page.

  • Motion-Tracking Games
  • Gamified Companion Apps
  • Exhibition & Trade Show
  • Unity Development
  • Wearable Integrations
Dan Cotton, Storm Digital Grant Bartlett, Storm Digital

Meet Storm

A tight-knit, Surrey-based team with 25+ years combined experience turning ideas into finished builds.

We're hands-on at every stage, from first conversation to last line of code, on web, mobile, AR/VR and everything in between.

Meet the team
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