Launching Q4 2026Get notified

Broadcast Graphics

Control Room

Every graphic for the match, in one browser tab, laid out the way your operator actually works. No hardware, nothing installed.

LIGR Control Room: a goalscorer lower third in the preview window beside the graphics list
Preview before air. Drag the window, resize it, then send it out.

Why it matters

The usual way to run graphics for a live match is a machine at the venue or in a truck, a licensed seat, and someone trained on that specific system. It is why a fixture without a crew gets no graphics at all, and why the operator has to be wherever the hardware is.

Control Room is that operator position in a browser. It opens against the theme your competition already uses, shows the graphics built for it, and takes them to air over the same cloud render path that feeds the stream. The operator can be at the ground, at home, or running several matches from one desk. The production link drops into vMix, OBS or anything else that accepts an HTML overlay, and there is an NDI app if you would rather it appear on the network.

Control Room is part of LIGR Broadcast Graphics.

What's in the box

Sections you define

Lower thirds, full frames, scorebug, pre-match, promos, tags. Name them after your rundown and colour-code them so the operator finds them at a glance.

Variables, exposed on your terms

Decide which fields the operator can touch, whether each is a dropdown or a button, whether it shows or hides by default, and what it defaults to.

Context

Link a graphic to a goal, a card, a substitution or a player. Click the event and only the graphics that fit surface, already populated.

Preview that moves

A preview window you drag and resize, showing the graphic against the real match data before anyone sees it.

GFX IN

One button to air, one to clear. A red outline marks what is live and the on-air indicator says what is out.

Built for a rundown

Search by name or item number, reorder by dragging, set keyboard shortcuts. However complex the show gets, the operator can still find item 11a.

Where the graphics come from

Nothing in a control room is authored in the control room. The graphics are drawn in Rive, bound to the match data in Fuse, and published into LIGR against a theme. What the operator can touch was decided back in Fuse, when the control variables were created — a name to override, a subtitle, a colour inversion for a white-on-white kit, a stat to swap.

That is why two graphics in the same room can feel completely different to operate. One exposes a single event and nothing else. Another exposes a team button, two subtitles and a pair of inversion toggles. The control room only ever shows what the graphic was built to expose, which is what keeps an operator from breaking a brand on air.

  1. 01

    Rive

    The graphic is drawn and animated. States, transitions, the lot.

  2. 02

    Fuse

    Fields are bound to live match data, and control variables are created — the things an operator will be able to change.

  3. 03

    Theme

    The finished graphic is published into LIGR against a theme. That theme is what a competition runs on.

  4. 04

    Control Room

    Opened against that theme, it lists every graphic published to it and surfaces exactly the control variables Fuse exposed.

One theme, many rooms. One room, many feeds.

A control room is bound to one theme, and an organisation runs as many rooms off that theme as it has jobs. A world feed, a unilateral feed, a big-screen feed in the stadium — three rooms, three rundowns, three sets of sections, one set of graphics underneath.

It also works the other way. One room can drive several overlays at once, because the overlay is what carries the output and the room is what drives it. Set it at competition level and every fixture inherits it, or attach it per match when one game needs something different.

Building the graphics and the control variables themselves is Fuse.

Building one

Six steps, and only the first two happen once.

  1. 01

    Create the control room

    Under Themes, open Control Rooms and create one against the theme you want it to use. Organisations run several — a unilateral feed, a world feed, a big-screen feed — all off the same theme.

    Creating a control room and choosing which published theme it runs against
  2. 02

    Attach it to the match

    Add an overlay to the fixture, or set it once at competition level so every match inherits it. Copy the production link into vMix or OBS, take SDI off your card, or run the NDI app.

    Competition-level streams and overlays, each feed mapped to its own overlay
  3. 03

    Build your sections

    Add the sections your rundown uses and give each one a colour. This is the part that makes the room yours rather than a generic panel.

    Adding a section named Scorebug with a green colour code
  4. 04

    Add graphics from your theme

    Every template published to the theme is here — lower thirds, full frames, tables, stats, idents. Search, pick, name it, drop it in a section.

    Choosing a published graphic template to add to a section
  5. 05

    Expose variables and set context

    Choose what the operator controls and how. Then point the graphic at an event type, so clicking a goal in the match brings up the goalscorer graphic with the right player already in it.

    A graphic's variables and the events list it reads from
  6. 06

    Preview, then take it to air

    Check it against the live data in the preview window, then GFX IN. Clear it the same way.

    A goalscorer lower third previewed before going to air

As simple or as deep as the show

A club stream might run three sections and a scorebug. A tournament runs talent names, press positions, into-break graphics, tags for the analysts, in-game, teams and tables, and a wall of promos — every item numbered to match the rundown, searchable by that number when the director calls it.

A finished control room for a multi-day tournament, with many colour-coded sections
A room built for a three-day tournament: talent names, press, into-break, tags, in-game, generic graphics, teams and tables, promos — each numbered to the rundown.

Under the hood

The graphics themselves are drawn in Rive and published to your theme through Fuse, with their fields bound to the match model rather than typed in. Control Room does not send pictures anywhere. It writes to that model, and the renderer already attached to your output composes the frame. That is why an operator on a domestic connection can run a broadcast without their upload speed mattering, why a manual trigger and an automated sequence can share one output without colliding, and why the data behind a graphic can come from live scoring, a provider feed or a spreadsheet without the graphic knowing the difference.

Learn more

Plans

Included on LIGR Studio and LIGR Pro.

Building your own

Custom sections, variables and context are part of Fuse, on Pro.

Try it

Open Control Room on any fixture in your workspace.

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