SportiveWorldSportiveWorld

SportiveWorld

Broadcast Intelligence

From data to the story that earns airtime.

SportiveWorld prepares the signals before the game, spots what matters during the live broadcast, and turns one and the same story into material commentary and production can use.

  • Real games
  • Real data
  • Deferred playback
The whole Broadcast room: 77–77 scoreboard, the Curry story with his face and his numbers, the Analyst with what he would say on air, the side notes and the timeline of cuts
This is what opens when you press SEE THE DEMO · SAS–GSW 77–77, Q3 0:30 · production screenshot, real game played back in deferred mode

What you can see today

The same room, three moments of work

The screenshots come from the room that is live today, with the engine running over real games played back in deferred mode. It is the same room at all three moments: the only things that change are the game and the instant.

01Before tip-off

Pre-game

  • Pre-game intelligence: record, rest and precedent.
  • The signals that set up what to watch for.
  • Context on both rosters and on the headline players.
  • The keys the broadcast opens with.
Pre-game in the room: the thesis of the match with its three numbers and the Analyst’s reading
Room · PRE-GAME · HOU–PHI, 17 Mar 2025 · deferred playback

02During the game

Live

  • The prioritised alert: what deserves telling right now.
  • The on-air line, written in the language of the broadcast.
  • The proof behind every number: its source, its window and the limit of what it supports.
  • The play on the whiteboard, one click from the story.
The room live: 77–77, the Curry story with his face and his numbers, and the Analyst with what he would say on air
Room · LIVE · SAS–GSW 77–77, Q3 0:30, 14 Nov 2025 · deferred playback
The same room on a phone: big scoreboard, the story with its face and the Analyst below
The same room at 390 px · SAS–GSW 77–77, live · deferred playback

03At the final buzzer

Post

  • The closing story of the game, with its number.
  • The Analyst’s close: who won and by how much, with the box score final.
  • Who decided the game, from the box score and not from an estimate.
  • The reference it is compared against, declared in its own caption.
The close of the game: HOU came back from 25 down and won, with the Analyst stating the result and the reference declared
Room · FINAL · HOU–PHI 144–137, 17 Mar 2025 · “trailed by 25 and won” · the reference is PHI’s own largest deficit in that same game

One story · several outputs

The same story, in the shape each role needs

One story, with one single truth behind it. What changes is the shape in which it reaches each desk.

1

Stephen Curry decides a one-point game

  • Booth

    On-air line

    What can be said right now, with its number and its scope.

  • Graphics

    Graphic payload

    The same story as data, ready for a template.

  • Production

    Play locator

    Where the action sits in the game, with its cut.

  • Analysis

    Tactical board

    The play explained on the court, not narrated.

Graphic for Stephen Curry's night: 49 points
Graphic output generated by the engine (PLAYER_NIGHT template) on the same game · a graphics proposal, not a broadcast feed
Tactical board for Curry's three that made it 77–77
Board · Curry's three for 77–77 (Q3, 44.5), assisted by Payton II. Game, event, clock and players come from the play-by-play; positions and trajectories are illustrative, not tracking

Who it is for

Four roles, one single truth behind them

Commentator

The line that makes sense of what just happened.

Producer

What deserves screen now and what can wait.

Research

The checked precedent, with its source.

Live Engine

The engine holding it up while the game runs.

On our own archive and our own play-by-play. No third-party integrations.

Intelligence layers

What already exists, and what state it is in

No catalogue of promises: each layer says on its face whether it can be used today, whether it runs on a prepared case, or whether it is being built.

Available today

One room, one game

Scoreboard, the leading story, two or three side notes and a single timeline. It is the screen the demo opens on.

Available today

The prioritised story

The room picks among the engine's candidates and SAYS why that one and not the one next to it, with how many it chose from.

Available today

The proof behind every number

Source, window, sample and the limit of what the number supports. No proof, no number on screen.

Available today

The path through the game

Pre-game, live, half-time, crunch time and final: the same story followed, without changing screen.

Available today

The Analyst in the booth

What he would say on air plus two instant answers — why it matters, what the proof is — in all four languages.

Available today

Intelligence PRE

The pre-game board: record, head to head and headline players, before tip-off.

Demo · prepared

Tactical · Board

The play built on the court from the play-by-play, over curated scenes, with trajectories declared illustrative.

Demo · prepared

Multi-competition

The same room already serves the NBA and the Liga Endesa. In the ACB coverage is quarter by quarter, and the room says so.

Demo · prepared

Ask the Analyst

The open question goes to the same Analyst Pro as the product. When it cannot support an answer, it says so instead of filling in.

Demo · prepared

Graphics

The story turned into payload and graphic output, in all four languages.

Demo · prepared

Playlist intelligence

The locator for the play in the game's cut catalogue.

In development

More competitions

The same engine over more leagues, each with its own archive and its own play-by-play.

The same room in the Liga Endesa: Covirán Granada–Real Madrid, with quarter-by-quarter coverage declared
The SAME room · Liga Endesa round 8 · COV–RMB 93–103, final quarter · the axis declares “quarter scores from the box score; no play-by-play”, and the 163.6 points per 100 possessions are marked as ESTIMATED

What we are working on

The next five layers

  1. 01

    Live notifications

    Prioritised alerts straight into the commentator's environment.

  2. 02

    Automatic graphics

    Stories automatically turned into payload and graphic output.

  3. 03

    Replay intelligence

    Playlists and locators by relevance: shooting, rebounding, defence, creation, turnovers.

  4. 04

    Tactical intelligence

    More stories turned into visual explanation.

  5. 05

    Multi-competition · FIBA

    Extending the same engine and the same workflows to more competitions.

We prioritise these layers according to each broadcaster's real workflow.

How would this fit into your workflow?

The next layer is not adding more screens, but adapting these capabilities to the real work of commentary and production.

Professionals & media