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World Cup Scorebug

A two-plate broadcast scorebug built for tournament coverage: a fixed near-black chassis carries bindable team codes and scores with kit-color identity dots, while a separate match-time module holds the operator-run clock and stoppage readout. Red-card indicators and a full-width GOAL celebration sit ready as operator-triggered elements, so the graphic can react live to cards and goals the instant they happen.

State modeData bindableLive match clockGoal celebrationRed card indicators

Resolution
1920×1080
Frame rate
25fps
Duration
2000ms
Objects
1
States
2
Widgets
—

Fonts
Impact, Noto Sans

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What is a soccer scorebug?

A soccer scorebug is the on-screen graphic overlay — usually positioned top-left or top-center — that displays the live match score, team names or crests, and match clock throughout a broadcast or stream. It stays visible for the duration of the game, giving viewers a constant read on the score without cutting away from the action.

  • •Team names, crests, or abbreviations
  • •Live score
  • •Match clock / stoppage time
  • •Period or half indicator
  • •Optional: card trackers, possession stats, organizer branding
How to add a scorebug to a live stream
  1. 01
    Choose a scorebug template
    Start from a pre-built layout instead of designing from scratch.
  2. 02
    Customize team info and branding
    Swap in team names, crests, and colors to match the fixture.
  3. 03
    Connect live data (optional)
    Link the scorebug to a live data feed so score and clock update automatically, or update the score manually in real time through an operator control panel.
  4. 04
    Add animation
    Apply intro/outro motion so the bug animates on and off screen instead of just cutting in.
  5. 05
    Publish to your playout or streaming software
    CloudMonet gives you an output URL for the scorebug. Add it as a Browser Source in OBS or vMix, then position it on your live output.
  6. 06
    Run the show
    Use the operator control panel to update the graphic live as the match progresses: scores, red cards, goals, and other in-game events.
Design rationale

Two-plate layout keeps the clock a secondary instrument

The team/score plate and the match-time module (clock plus stoppage/added-time readout) are separate composite frames rather than one combined bar. The operator — and the viewer — reads the score first; the clock is legible but doesn't compete with it for attention.

Kit-color dots carry team identity, the chassis stays fixed

`homeColor` and `awayColor` bind only to the small kit-color dots beside each team code. The plate fill itself stays a fixed near-black (#0A0A0A) regardless of which two teams are playing, so contrast against any pitch-side backdrop stays predictable — the dots do the identity work, not the chassis.

Match clock and stoppage timer are operator-driven, not feed-bound

Both are `timer` widgets in Stopwatch mode (`timerMode: "countup"`) with no data binding and nothing exposed on the Bind tab. A soccer clock doesn't tick monotonically from kickoff — stoppage, half-time, restarts — so the operator runs both entirely through the Control App's built-in Start/Pause/Reset/Nudge card, the same way they'd run a physical match clock.

Red cards and the GOAL burst are ad-hoc, not scheduled

Each red-card slot (up to four per side) and the full-width GOAL celebration are marked as ad-hoc operator content. The graphic sits quietly in its resting state until the operator flags a card or a goal is scored — neither is timed off a data feed or a pre-authored schedule.

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#845EC2
#0A0A0A
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Animation timeline — IN sequence (2000ms total)
group
rect
image
circle
textbox
layer
lifetime
clip
effect
Main Scoreboardgroup
40→390ms
Plate scales open — the chassis establishes the stage before any content appears
Main Bar Inner Frrect
40→390ms
Inner bar fades in with the plate scale
Home Flagimage
400→700ms
Home flag fades in once the plate has landed
Away Flagimage
400→700ms
Away flag fades in with the home flag
Home Kit Color Dotcircle
400→700ms
Home kit-color dot fades in alongside the flags
Away Kit Color Dotcircle
400→700ms
Away kit-color dot fades in alongside the flags
Home Team Codetextbox
500→900ms
Home team code fades in — identity lands before the score
Away Team Codetextbox
500→900ms
Away team code fades in with the home code
Score Pillrect
600→1000ms
Score pill fades in between the team codes
Score Pill Copyrect
600→1000ms
Second score pill fades in with the first
Home Scoretextbox
700→1100ms
Home score fades in last — the scoreline completes the build
Away Scoretextbox
700→1100ms
Away score fades in with the home score
Operator controls
Flags
Home Flag and Away Flag are independent image uploads, each with its own fit and padding controls, so crests or flags of different aspect ratios sit cleanly in the frame without manual cropping.
Kit color
Home Kit Color and Away Kit Color are color pickers that drive the small kit-color dot beside each team code — not the plate itself. The chassis stays a fixed near-black no matter which two teams are playing, so contrast against any pitch-side backdrop stays predictable; the dots carry the team identity instead of the whole bar recoloring.
Score
Home Score and Away Score are number steppers (0–99). A change plays a short roll or flip animation — deliberately understated, so a goal registers clearly on the bug without pulling focus. Trigger the Goal animation for the actual celebration.
Goal animation
The GOAL burst is a full-width celebration graphic that sits invisibly in its resting state until the operator fires it. It's not scheduled. It fills the scorecard in vibrant colors, with rolling "GOAL" text for a quick, punchy entrance rather than a slow build.
Match clock
The match clock is a Stopwatch-mode timer the operator runs by hand. A soccer clock doesn't move monotonically from kickoff (stoppage, half-time, restarts). Every timer widget surfaces the Control App's built-in Start / Pause / Reset / Nudge card automatically, and the operator drives it the same way they'd run a physical sideline clock.
Extra time + timer
Added Time is a free-text field (15 characters max) for the stoppage-time readout — e.g. "+min. 5" — typed in by the operator when the board goes up. It sits next to its own Stoppage Timer, which runs through the same Start/Pause/Reset/Nudge card as the match clock, so the operator can hold a separate running count for added time without touching the main clock.
Red cards
World Cup–style theming — Each side gets up to four independent red-card indicators, styled to match CloudMonet's World Cup graphics package. The operator toggles each one on or off individually as cards are shown during the match.
Team abbreviations
Home Abbr and Away Abbr hold the 3 character team code shown on the plate — e.g. "HOM" / "AWY" — typed in directly. Codes fade in right after the plate itself, so the team identity lands before the score does.
When to use

Use for any soccer/football match where the scoreline needs to stay on screen for the full broadcast — tournament coverage, highlights packages, or a streamed match. Pair with a scoreboard connection emitting `homeTeam`, `awayTeam`, `homeScore`, `awayScore`, `homeColor`, `awayColor`. The match clock and stoppage timer are intentionally operator-driven, not feed-driven, and the home/away red-card indicators (up to four per side) and the full-width GOAL celebration are ad-hoc elements the operator triggers live rather than schedules — see design rationale.

Related templates

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