Overview
Automated Game Plans reduce the need for manual control during live broadcasts by running graphics automatically at specific times or in response to match events. Instead of clicking buttons to show every graphic, you configure playlists that execute on their own during pre-game, live gameplay, and post-game periods.
Game Plans are built from playlists — sequences of graphics that display based on triggers you define. A trigger can be a specific time (such as 5 minutes before kickoff) or a match event (such as a goal being scored). Once configured, the system handles graphic display during the broadcast without operator intervention.
You'll use Automated Game Plans when:
* You want graphics to display automatically during matches without manual control
* You need consistent graphic timing across multiple broadcasts
* You want to reduce operator workload during live events
* You're managing multiple simultaneous streams and can't manually control all of them
Key Concepts
Game Plan
The complete automation configuration for a competition. Each competition has one game plan that defines all automatic graphic behaviour for matches in that competition.
Playlist
A sequence of graphics that run together. Playlists are organized into three sections: Pre-Game (before match starts), Live (during active play), and Post-Game (after match ends).
Trigger
The condition that causes a playlist to execute. Time-based triggers fire at specific times (5 minutes before kickoff, 30 minutes into match). Event-based triggers fire when match events occur (goal scored, card issued, substitution made).
In-Graphic Ads
Advertisements embedded within broadcast graphics, such as sponsor logos on scoreboards or ad banners within lower-thirds. These occupy predefined ad areas within the graphic design.
Detached Ads
Standalone advertisement overlays that appear independently of broadcast graphics. These can be positioned anywhere on the 1920×1080 canvas at any size with their own timing and display rules.
Ad Slot
A placement defined inside a playlist where an ad set will display. Ad slots control the size, position, timing, and which team the placement belongs to. Once configured in a playlist, you assign an ad set to fill it.
Priority System
When multiple events occur simultaneously, the priority system determines which graphic displays first. Higher-priority events interrupt lower-priority ones to prevent graphics from overlapping.
Game Plan Structure
Game Plans are divided into three main sections:
Pre-Game Section
Runs before the match starts. Typically includes team lineups, match preview graphics, sponsor advertisements, and countdown to kickoff. Pre-game playlists typically loop their content until the match begins.
Live Gameplay Section
Manages all event-driven graphics during active play. This includes goal animations, card graphics, substitution displays, and milestone triggers. Event-triggered playlists in this section fire automatically when match events are logged.
Post-Game Section
Triggers automatically when the match ends. Includes final score graphic, match summary statistics, player of the match, and post-game sponsor ads. Post-game playlists play through once rather than looping.
How Playlists Work
Playlists contain items that display in sequence. Each item has a duration and can be a graphic, advertisement, or combination of both. When a playlist is triggered, items display in order with configured timing.
Pre-Game Playlists
Pre-game playlists loop until the match starts. Configure them to include team lineups, match preview, and rotating sponsor graphics. Each item displays for its configured duration, then the next item appears. When the playlist completes, it starts again from the beginning.
Event-Triggered Playlists
Event-triggered playlists fire when specific match events occur. For example, when a goal is scored, the goal-triggered playlist runs immediately, displaying a goal animation followed by an updated scoreline with goal scorer information. Total sequence timing typically runs 8-15 seconds.
Time-Triggered Playlists
Time-triggered playlists fire at specific match times. You can set playlists to run at intervals (every 10 minutes) or at exact times (exactly 30 minutes into the match).
Advertising in Game Plans
Automated Game Plans support two types of advertising:
In-Graphic Ads
In-graphic ads appear as part of your broadcast graphics. Common sizes include 1000×200 for full-width banners, 500×250 for half-width placements, and 1000×100 for thin banner strips. These ads are embedded within scoreboards, lower-thirds, and other graphics.
Detached Ads
Detached ads are standalone overlays that can be placed anywhere on screen at any size. Configure X/Y positioning and dimensions to place ads in screen areas that don't interfere with gameplay visibility. These overlay on top of all other graphics.
Ad Assignment
Assign specific ad creatives from your organisation's library to fill ad slots in playlists. Alternatively, delegate ad slots to home or away clubs, allowing clubs to manage their own sponsor content through the Club Portal.
Time-Triggered Advertising
Configure ads to appear at specific time intervals during the match. Pre-game ads can run on rotation during the countdown period. In-match ads can be triggered every N minutes with display durations of 10-15 seconds.
Event-Triggered Advertising
Create ads that display in response to match events like goals, cards, or half-time. Event-triggered ads show sponsor branding during high-attention moments.
Priority System
When multiple events occur simultaneously, the priority system determines which graphic displays first. Set priority levels for each event type to ensure the most important events display before less critical ones.
Higher-priority events interrupt lower-priority ones. For example, if a goal and a card occur at the same time, you can configure goals to have higher priority so the goal graphic displays first, followed by the card graphic.
The priority system prevents graphics from overlapping and ensures a clean broadcast presentation even when multiple events happen in quick succession.
Theme Instances
Theme instances allow you to create multiple output configurations from a single game plan. For example, you can create a full-graphics media stream and a scoreboard-only stream for radar/IMG distribution.
Each theme instance can have its own default graphic configuration. The full-graphics instance shows all overlays including animations, player stats, and advertisements. The scoreboard-only instance shows a clean feed with only the scoreboard overlay.
Theme instances share the same match data — changes to score, time, or events update across all instances simultaneously.
Control Variables
Control variables give operators real-time control over graphic elements from the Control Room during live broadcasts. Boolean variables create toggle switches (show/hide elements), String variables allow text entry, and Player variables create roster dropdowns for selecting players.
Common control variables include:
* ShowTime: Toggle match clock display on/off
* ShowGoals: Toggle goal scorer information on/off
* ShowStoppageTime: Display stoppage time during injury time periods
* SelectedPlayer: Dropdown to select a player for player stats graphics
Control variables are configured when designing graphics in FUSE and become available in the Control Room when the graphic is assigned to an event.
Connections to Other Sections
Assets
Competitions created in Assets are where Game Plans are configured. Graphics packages selected in Assets appear as available graphics in Game Plan playlists.
Matches
Game Plans execute during matches created in the Matches section. Match events logged during broadcasts trigger event-based playlists.
Ads
Ad sets created in the Ads section are assigned to ad slots within Game Plan playlists. Ad allocation determines which sponsor graphics appear during broadcasts.
LiveScore App
Match events logged in the LiveScore app trigger event-based playlists. If no one is logging events during a match, event-triggered graphics will not display even if the Game Plan is configured correctly.
Common Issues and Solutions
Event-Triggered Graphics Not Displaying
Verify match events are being logged in the LiveScore app or by an external data provider. Event-triggered playlists only fire when events are captured. Check the Match Center timeline to confirm events are being recorded.
Pre-Game Playlist Not Looping
Check the playlist configuration to ensure looping is enabled for pre-game playlists. Pre-game playlists should loop until the match starts, while post-game playlists play through once.
Ads Not Appearing in Playlists
Confirm ad sets are assigned to ad slots within the playlist. Check that the ad set has all seven image sizes uploaded (green dot appears next to ad set name). Verify the overlay has ads enabled in overlay settings.
Graphics Overlapping During Fast Events
Review priority settings for event-triggered playlists. Higher-priority events should interrupt lower-priority ones. Adjust priority levels to ensure critical events (goals) display before less important events.
Timing Issues in Playlists
Check the duration configured for each playlist item. Total sequence timing should feel natural — for goal sequences, typically 8-15 seconds total. Use the game plan preview to test timing before live broadcasts.
Tips
Before Configuring Game Plans
Set up graphics in FUSE before building playlists. Ensure all graphics have appropriate control variables configured. Create ad sets and upload all required image sizes before assigning them to ad slots.
Playlist Timing
Keep goal animations short (3-5 seconds). Pre-game graphics typically loop until kickoff. Post-game playlists play through once — put the most important items first. Time-triggered ads should have display durations of 10-15 seconds.
Event Triggers
Test all event combinations before a live broadcast. Simultaneous events can reveal priority conflicts. Goal-triggered playlists take priority over time-based graphics to ensure they display immediately.
Advertising Strategy
Use a mix of in-graphic and detached ads to maximize advertising real estate without cluttering the broadcast. Event-triggered ads during goals and half-time command the highest viewer attention. Delegate ad slots to clubs for local sponsors while keeping league-wide sponsors at the organisation level.
Testing
Use the game plan preview to verify all playlists, timing, and triggers work correctly. Preview both theme instances if using dual-stream configuration. Test the full game flow from pre-game through to post-game before going live.
