The graphical recommendations in this guide are specific to Score a Goal. You can find general recommendations for backgrounds, logos, and other images in the general asset guide.
ℹ️ Tip for accommodating high resolution screens
To maintain a high resolution, we suggest using asset sizes that are at least x2 the asset size you want to use in the game. This ensures that even on Retina screens your campaign will look crisp and clear.
Our design guide takes this into consideration, providing recommendations to ensure your assets look sharp, regardless of the screen they’re displayed on.
Game Assets
All game assets are uploaded in the Visuals tab. Which assets are shown depends on the selected game mode, so it is worth setting the mode before you start uploading.
Goals mode uses a goalkeeper and gloves
Targets mode uses targets instead, with no goalkeeper
Ball*
Used in both game modes.
Requirements:
Aspect ratio: 1:1 square
Recommended size: 400 × 400 px
Transparent background
💡 The ball doesn't have to be a football. A puck, handball or even a snowball works as well.
Goalkeeper (Goals mode)
Requirements:
Aspect ratio: portrait
Recommended size: 800 × 1200 px
Transparent background, cropped tightly around the character
The in game size is set with the Goalkeeper height setting, as a percentage of the goal height.
Important: the entire image saves the ball
The save area is the full rectangle of the uploaded image, not just the visible character. Transparency is ignored, so a shot that looks like it should slip between the keeper's legs, or under an outstretched arm, still counts as a save.
This matters in two ways when you prepare the asset:
Crop tightly. Any empty space around the character is still part of the save area, so a loosely cropped image makes the keeper much harder to beat than they look.
Watch the pose. A keeper with legs apart and arms outstretched covers a far wider save area than the same character standing upright, even though both look like a similar size in the game.
Gloves (Goals mode)
Requirements:
1 image needed. The glove asset is duplicated an mirrored.
Recommended size: 400 × 400 px
Transparent background, cropped tightly around the gloves
The gloves are always shown together with the goalkeeper. Their vertical placement is controlled by the Gloves position setting, a percentage of the goalkeeper image height, set to 40% by default.
Target (Targets mode)
Requirements:
Recommended size: 800 × 800 px
Transparent background
If no image is uploaded, the game draws a target using the Target color setting. The in game size is controlled by the Target size setting.
Background
Used in both game modes, and uploaded separately for desktop and mobile.
Requirements:
Desktop: landscape, for example 16:9 at 1600 × 900 px
Mobile: portrait, for example 800 × 1400 px
Upload a dedicated mobile background rather than relying on the desktop image, which rarely suits a portrait screen. The quickest way to get there is to upload your desktop artwork and use the crop tool in the platform to adapt it for mobile.
Game styling
Score a Goal includes several styling options that let you adjust the look and feel of the game.
Game Layout
Setting | Description |
Draw goal on background | Enabled by default, so the game draws a goal frame on top of your background. Disable it if your background image already includes a goal. |
Goal frame color (when drawing) | Color of the drawn goal frame. Default: white. |
Goalkeeper height (Goals mode) | Goalkeeper size as a percentage of the goal height, from 50 to 150%. Default: 80%. |
Target color (Targets mode) | Color of drawn targets, used when no target image is uploaded. Default: red. |
Arrow color | Color of the aiming arrow. Default: white. |
Example configurations
Penalty shootout (Goals mode). Five shots, goalkeeper on Normal. Classic and fair, since everyone gets the same five attempts.
Goal rush (Goals mode). Unlimited shots, 20 second time challenge, goalkeeper on Easy, leaderboard on Score. Fast, arcade style, and high on replay value.
First to five (Goals mode). Five goals to win, unlimited shots, no timer, leaderboard on Time used. The fastest player to five goals tops the board.
Sniper challenge (Targets mode). Ten shots, small static targets, 100 points per target, leaderboard on Score. Pure precision.
Streak master (Targets mode). Unlimited shots, 30 second timer, streak multiplier of ×2 from three hits in a row, miss points of −25. One miss both resets the multiplier and costs points, which gives this setup the highest skill ceiling of the bunch.
Replacement tags
Score a Goal provides the following dynamic replacement tags that can be used in text elements throughout your campaign, for example on the result page:
Tag | Description |
| The player's current score. Can be used in game |
| Goals scored |
| Shots taken |
| Current goal streak |
| Hattricks completed, meaning three goals in a row |
| Points total. Targets mode only |
| Target hits. Targets mode only |
| Shots left. Only available when the number of shots is limited |
| Total shots available. Only available when the number of shots is limited |
Time related tags are available when the Time Challenge is enabled.





