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The broadcast, decided in advance

Decide once what the broadcast does before kick-off, when a goal goes in, at the break and at full time, and every fixture in the competition runs it without anyone at a keyboard.

Game plan › pre-game. The pre-game playlist on its timeline: the scorebug, a looping sponsor clip with its audio, then last round's highlights.

The operator's judgement, written down

Most broadcasts are a person watching the match with one hand on a keyboard, taking graphics in and out. That works for the fixture you have a crew for. It does not work for the other two hundred on a Saturday, and it is why most competitions cover their showpiece game properly and leave the rest bare.

A game plan is that operator's judgement, written down once. Which graphics run before kick-off and in what order. What happens when a goal goes in. Which sponsor runs at the ten-minute mark. What plays when the whistle goes. Build it for the competition, and every fixture in that competition inherits it.

Game Plans are part of LIGR Automation
PGMPre-game · Match ident
10:00:00:00
What one plan puts on air across a match: the pre-game ident, the in-game scoreline and half-time stats. NPL renders with generic clubs.

What a plan is made of

Playlists, grouped into the parts of a broadcast, each with the trigger that fires it and how long it runs. Play any playlist through and watch each item go out in the preview, in order.

  • Pre and post match

    Line-ups, previews, a countdown, sponsor rotations. Pre-game loops until kick-off; post-game plays through once, so the final score goes first.

  • Event triggers

    Goals, yellows, reds, second yellows, substitutions. The feed reports the event and the playlist attached to it fires, populated.

  • Timed triggers

    Anything on the clock rather than the match: a sponsor at ten minutes, a stat at the half hour, a graphic on every period start.

  • Milestone triggers

    Patterns rather than single events, such as every third card or every fifth substitution, for the summary graphics that only make sense once something has happened a few times.

  • Priority

    Two things happen at once and something has to give. Every playlist carries a priority: when two fire at once, the higher priority takes air and the other queues, so a goal is never held up behind a substitution.

  • Theme instances

    One game plan, several outputs. A full-graphics feed for the media stream and a scoreboard-only feed for a distribution partner, off the same match data.

Game plan › in game. A goal fires the goal playlist: the goal graphic, a sponsor clip with audio and the replay.

What the automation reaches for

The graphics a game plan fires are the ones built in FUSE, and the control variables set there are what the automation actually reaches for.

A scoreline graphic carries a showGoals variable. The goal playlist turns it on, so the scoreline comes back with the scorer on it rather than just the number. A scoreboard built for a clean distribution feed carries variables for stoppage time, card indicators and substitution counts, and the scoreboard-only instance sets them differently from the media feed. Same graphic, same match, two behaviours, because the variable was exposed rather than hard-coded.

Control variables are created in FUSE

Watch it before the match

You do not have to wait for a match to find out whether a game plan works. Pick a played match and the preview rehearses the plan against it: pre-game, every trigger in sequence, the breaks, post-game. Not played yet? Pick it anyway and simulate its events.

The monitor shows the real graphics, and the run sheet beside it explains each trigger: the rule, the data it carried, what it put on air, and a link to edit the rule. Run it at 10x, 30x or 60x and real-time graphics slows to 1x for each graphic, so a goal sequence plays at the speed it will go out. Coverage lists the rules that never fired, and Compare themes plays the same moment in two theme profiles.

Game Plan preview, rehearsal mode. The plan rehearsed against a played match, slowed to real time for the 67th-minute goal: the goal flash and the scorer's lower third on the monitor, the trigger explained in the run sheet, every graphic on the lane timeline.

And after it

When the match is over, open it again and load the match ID. Review pulls a snapshot of every event that was logged against the game plan across the whole fixture.

It is the same timeline, filled in with what actually happened rather than what was meant to. Every fact, every timed trigger, every milestone, in order, scrubbable, at whatever speed you want. Click a trigger and watch exactly the graphic that went out at that moment. It answers the question nobody could answer before: not whether the automation ran, but what it actually put on screen in the sixty-seventh minute.

A match with no game plan attached has no snapshot, so there is nothing to review.

Match review on a live account: the DAZN National League game plan run back against Eastleigh v Boston United, a match already played. Trigger to trigger at 10x, every graphic in match order. Screen recording, no sound.

Watch it work

Build it once and it runs itself

A pre-game loop that fills the gap until the start, a post-game sequence that plays once, one game plan that every fixture runs, and a preview that plays the whole match before it happens.

0:38, with sound.

At a glance

  • Plans

    Game Plans are included on LIGR Studio and LIGR Pro.

  • On Pro

    The same plans, driven off a live data feed rather than manual scoring.

  • Try it

    Build a plan against a competition and preview it before you schedule a match.

Put your next match on air

Tell us about your competition and we’ll show you how it looks with LIGR.