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UEFA Champions League

TV Graphics Guidelines
2010/11
Introduction & Information
Key:
HB = Host Broadcaster
UCL = UEFA Champions League
MD = Matchday
deltatre = UEFA appointed TV graphics services supplier

This manual provides an overview of UEFA Champions League on-screen graphics and general guidelines for their usage.
It should be used in conjunction with the UCL Production Manual.

All graphical elements are available to UCL broadcasters on FAME (http://broadcasters.fame.uefa.com). UCL graphics
are available in HD or SD and are made 4:3 safe.

Font

The font used for all UCL graphics is Champions font which has been commissioned uniquely for UEFA Champions
League. This is also available on FAME.
General guidelines for font usage on graphics are given below. Where this is different it is detailed alongside those in this
document that could be used outside a live matchnight production.

SD Graphic HD Graphic
Font Size (pt) Font Weight Font Size (pt) Font Weight
Full Frame – Title Bar 24 Bold 45 Bold
Full Frame – content 23 Bold 43 Bold
Lower Third – Title Bar 24 Bold 45 Bold
Lower Third – content 21 Bold 41 Bold

Permanent Clock 19 Bold 37 Bold

Text is white in all title and content locations except:


 with a sub heading in the full frame caption where a light blue (R:180;G:207;B:231) is used to differentiate from
the other content.
 with the scoreline where the background is light. In this case black text is used.

Text in title bars contain a black shadow offset 2px right and 1px down.

Names and titles are always all in Upper Case with the first name approximately 80% of the surname in font size. Any
person who is not on the coaching or playing staff should have their designation listed on the graphic identification.
Such graphics require explicit approval of UEFA/TEAM for use on the multilateral feed.

Shirt numbers are only included in a player’s identification if he is in the starting line-up or substitute list and while the
match is in play or during pre-match during warm-up.

Clock Timings

The convention for the running clock timings in UEFA Champions League matches is:

 First half: 0 - 45mins. Injury time: 0 to end of first half.


 Second half: 45 – 90mins. Injury time: 0 to end of second half.
 First period of extra-time: 90 – 105mins. Injury time: 0 to end of first period of extra-time.
 Second period of extra-time: 105 – 120mins. Injury time: 0 to end of second period of extra-time.

So, for example, a goal scored in second half injury time would be indicated as “KAKA 90’ + 2”

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Extended Tracking System Plus (ETS+)

UEFA, in conjunction with deltatre, has developed a system for improved data collection. Data from tracking cameras
placed in every stadium is combined with the information from spotters to provide an enhanced level of statistics
information. These statistics used on TV graphics are primarily passing and distance related.

ETS+ statistics are sent from the stadium and collated at the CRS (Central Results System) located at deltatre in Torino.
The graphics van at the Venue then accesses this ETS+ data from the CRS.

ETS+ statistics are subject to a degree of latency. Should this latency cause the accuracy to fall below the established
minimum of 95% the statistics should not be used.

Should this scenario arise the deltatre operator will make the HB director aware that ETS+ stats are (temporarily)
unavailable.

 In-match this means that “passing” and “distance” information will not be available for player info, substitutions, team comparison or team
ranking graphics.
 At half-time and full time the match summary stats will be replaced by one of three alternate versions which are available without passes
complete, pass accuracy or distance.
 Top 5 distances will not be offered if “distance” information is unavailable.
 Top 5 passing will not be offered if “passing information” is unavailable.

‘New’ Graphics

There may be additional on-screen graphics introduced by UEFA over the course of the season through their graphics
supplier - deltatre. UCL Broadcasters will be informed of any updates or changes to graphics through TEAM.

Broadcasters are reminded that any graphics they create for use in their unilateral programmes require the approval of
UEFA/TEAM.

The rest of this manual outlines UCL TV graphics according to the following sections:

 Pre-feed Graphics – used by the Host Broadcaster prior to the start of the multilateral feed.
 Pre-match Graphics – used prior to kick-off.
 In-match Graphics – used while the match is in play.
 Half-time Graphics – available at half-time on the multilateral feed.
 Post-match Graphics – available post-match on the multilateral feed.
 Studio Graphics – for unilateral broadcasters to use in their productions.

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Pre-feed Graphics

END to END Test


HB Only. To be inserted for the duration of the
End to End test on Matchday.

Pre-Match Feed
HB Only. To be inserted ahead of the Pre-Match
Feed identifying the playout time.

Countdown to Multilateral Feed


HB Only. To be inserted according to the
Multilateral Running Order, 5minutes before the
start of the Multilateral feed.

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Broadcasters ID
HB Only. To be inserted ahead of broadcaster’s
pre-match slot on the Multilateral feed,
identifying the broadcaster and time slot.

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Pre-match Graphics
Match ID
Identification of the match, showing teams,
stadium, and city.

Match ID & Weather

Identification of the match and local weather


conditions.

Group standings
Available on the multilateral feed from MD3.

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Match officials identification
To be used to identify match officials when all
three are together.

Referee identification
To be used to identify the referee only when
they are not visible with both the other officials.

Only to be used if the officials identification is


not possible.

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Team line-ups
Official line-ups will be distributed on site and
available on UEFA.com
The goalkeeper is listed first followed by the 10
outfield players in ascending numerical order.
Goalkeeper and Captain are identified with (GK)
and (C) respectively (in English language
graphics).
A yellow card used to the right of a player’s
number indicated he will miss the next match if
booked.

Version with banner and badge combination


should be used on all Multilateral productions.

Team tactical line-ups


Animated from Team line-ups by deltatre.

Font size:
 player names are SD: 18pt; HD: 35pt
 Bib numbers are SD: 20pt; HD: 38pt

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Team substitutes

Reserve Goalkeeper first followed by other


substitutes in numerical shirt order.

Team Name
Optional: can be used to identify team arrivals

Player ID
Used to identify key players during warm up
prior to the match.

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Star Player ID
Used to identify a star player from either team.
deltatre will provide statistical information for
the multilateral feed.

Coach ID
Identification of coach prior to kick off, if
required.

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In Match Graphics
Lower third clock & score

Inserted as per regular schedule (outlined below)


and following each goal (after replay and
restart). Used over a wide shot.

Regular
 Clock, score, scorers, Sponsor (1)

Goal
 Clock, score, latest goalscorer only (Sponsor
available) (2)

End period
 Status, score, scorers (3)

(1) In the case of more than three scorers for a single


team the following rules will apply:

 Regular insertion = no scorers


 After each goal = latest goalscorer only
 End half = all scorers (up to maximum of 6
rows / 6 different scorers on one team)

Clock & Score Insertion Schedule (with


sponsor)

1st Half
 10’, 20’, 30’, 40’, 44’
2nd Half
 Kick Off, 55’, 65’, 75’, 85’, 89’
Extra Time
 End 1st Half Extra Time

nd
(2) End 2 Half Extra Time

Plus four insertions through the match on any of the


following:
 a clock & score graphic following a goal
 a team stats comparison graphic
 a substitution graphic

Font size:
 Score e.g. (2 - 0) is SD: 26pt; HD: 50pt

(3)

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Time
 Match clock (running)
Inserted at the start of the first half.

Additional time
Fixed
 Match clock (running) + additional time to be
played

Note
- If an additional time clock is requested before
the end of regular time this version will appear.

- If the graphic in onscreen when the match


moves from regular to additional time it will
automatically animate to the version with
running additional time clock.

Running
 Match clock (stopped) + time to be played +
additional time clock (running)

Note
- If an additional time clock is requested after the
end of regular time this version will appear.

Permanent Clock
UNILATERAL ONLY

A permanent clock and score in the top left


corner during the live match.
Provided as part of graphics feed from deltatre,
if requested.

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Coach caption
A specific caption is available to identify the
coach of each team. Ideally used on the first
close up.

Player caption
Used to identify a player where required

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Player caption with stats info
Used where a player has a significant
contribution

Standard statistics (1):


 Shots + on target
 Shots + on target + goals
 Passes complete (+ %)
 Distance + Passes complete (+ %)
 Distance + team average

 ‘X’ goals in ‘Y’ matches (available after


second tournament goal) (2)
(1)
Note: Team Average distance includes outfield
players only

(2)

Red card
Graphic to be displayed following a player
sending off. If a player receives a second yellow
the yellow card animating to red will be
displayed.

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Yellow card
Graphic to be displayed following a player
booking. “Misses next match” will be
automatically added when a booking will result
in suspension.

Options

 (1) Direct yellow


 (2) Yellow with “MISSES NEXT MATCH”
 (3) Second yellow card (animates to red)

(1)

(2)

(3)

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Substitution - animated
Graphic showing outgoing and incoming player.
The order is animated (by deltatre).

Substitution - with info


Static graphic used over outgoing player
containing performance statistics.

Available statistics:
 Shots + on target + goals
 Passes complete (+ %)
 Distance + Passes complete (+ %)
 Distance + team average

Other substitutions graphics

Further alternatives are available to cover


different scenarios.
 Fixed - out player top
 Fixed individual - out player only
 Fixed individual - in player only
 Double substitution (animated or static)

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Player ranking
Player ranking lists the top 3 performers from
one team.

Available Top 3:
 Passes complete (+ %)
 Distance (km)
 Shots on target
 Shots

Used where a player has a notable performance


in the category.

Team stats comparison – Basic (single)


Comparison of the two teams for a single stats
category.

Available stats
 Ball possession
 Corners
 Shots

Other available statistics are shots on target,


offsides, fouls (committed, suffered).

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Team stats comparison – ETS+
(Multiple)
(1) The teams’ performances can be compared in
a number of stats categories.

1 row options
 Any one of the single stats below

2 row options
 Passes complete + Possession
 Possession + Shots on target
 Distance + Possession
 Passes complete + Accuracy
 Distance + Passes complete
 Shots + On target
(1)
3 row options
 Passes complete + Possession + Shots on
target
 Passes complete + Accuracy + Possession
 Possession + Distance + Passes complete

Available stats
 Distance, passes complete, pass accuracy,
possession, shots, shots on target.

(2) Comparison graphics are also available for


current period, last 15’, last 30’.
Statistics in these graphics are limited to the
combination of Possession + Shots on target +
Corners.
(2)

Free-kick distance to goal


Used, where possible, for free-kicks within goal
scoring distance.

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Penalties
Specific graphic for penalty phase. The status of
penalties will be “not taken” (grey), “success”
(green), or “failure” (red). After the first five
penalties the graphic will re-set.

The penalty score will increase incrementally


throughout.

To be shown after each penalty.

Free text
This graphic consists of a bar with one, two or
three info lines. Team logos are available.
Used in exceptional circumstances where free
text may be required. Usage must be confirmed
with UEFA/TEAM.

Replay

Font size:
 SD: 19pt; HD: 37pt

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Reverse Angle

Font size:
 SD: 19pt; HD: 37pt

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Half-time Graphics
Half-time score

Match summary statistics

Top 5 Distance

The top 5 performers for each team.

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Top 5 Passing

The top 5 performers for each team.

Half-time substitutions
To indicate any substitutions taking place
before the start of the second half. To be used
once the players have returned to the pitch.

If there is not time to display the graphic before


the second half kick off then it should be used
shortly after to confirm the player change.

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Post-match Graphics

Full time score

Full time score used at the end of the game.

Other options (during the knockout stage) are:

 End of 2nd Half


o Used at the end of the 2nd half where a
match will go in to extra time.
 End of 1st Extra Time
o Used at the end of the first period of
extra time.
 End of 2nd Extra Time
o Used at the end of extra-time where a
match will go to penalties.

Full time score winning reason: Aggregate

Full time score winning reason: Away Goals

Full time score winning reason: Penalties

Full time score with the reason for winning, used


during knockout stage.

Winners
(final match only)

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Match summary statistics

Top 5 distance

Top 5 Passing

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Studio Graphics
Single Live Action
Full frame with space to show footage.

Double Live Action

Full frame with space to show two sources of


footage.

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Fixtures / Results

Available in with 2, 4, 5, 8 entries.

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Backgrounds

A selection of static background for use with


graphics or as static scenes.
These are also available as animated loops as
part of the broadcaster toolkit.

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Group Standings, Free Caption Lower
third, Free Caption Full frame

Some Graphics available from other sections

2010/11 28/28

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