G. Wilson Inside receiver
Wilson's slant and touchdown finishThe Jets describe Wilson's slant, catch between defenders and finish into the end zone. The starting side, path angle, defenders' trajectories and teaching clock are illustrative.
Film Room
Each play is drawn as twenty-two dots: the offense filled, the defense in outline, the key route in green. Press Play to run it, then take it apart on the chalkboard.
Sep 18, 2022 · Cleveland Browns
Sep 18, 2022 · Cleveland Browns
Oct 23, 2000 · Miami Dolphins
Sep 21, 1986 · Miami Dolphins
Nov 22, 2012 · New England Patriots
Nov 27, 1994 · Miami Dolphins
Chalkboard · game record
The chalkboard runs each play step by step and lets you move players and draw routes. The game record has the photo, the official replay and how the win chances swung.
Sep 18, 2022 · Cleveland BrownsGlory
Late Q4 · Cleveland leads 30–24 · ball at CLE 15
15-yard TD · 0:22 left after the score · Jets win 31–30
Joe Flacco finds Garrett Wilson on a slant through the middle. The touchdown ties the score; Greg Zuerlein's extra point completes the comeback.
11 Jets / 11 Cleveland Browns
What G. Wilson does comes from the record. The other 21 players’ moves are illustrative supporting assignments, drawn to show the idea.
22 of 22 moving · illustrative supporting assignments
Step through the play
Find WilsonFocus on Garrett Wilson. The other markers do not establish the real formation or coverage.
Steps use illustrative diagram time, not timestamps from the film.1 sourced actions / 21 illustrative supporting assignments
The Jets describe Wilson's slant, catch between defenders and finish into the end zone. The starting side, path angle, defenders' trajectories and teaching clock are illustrative.
Choose a position to isolate its path and read the study plan. Actual off-ball assignments have not been verified.
Study the slant as a full snap: a short pocket set, complementary spacing, underneath reactions and a catch between converging defenders. Only Flacco's pass and Wilson's sourced action are established; the other jobs are teaching choices.
Movement follows the drawn paths over six diagram seconds. Supporting assignments, spacing and timing are illustrative study choices, not verified from All-22 film. Ball movement is illustrative. This is assignment playback, not film tracking, collision physics, or a prediction of who wins the play. No animation starts automatically.
Sources, every player’s job, and tools to change the play or draw your own.
Template formations, routes, spacing and the six-second clock are editing aids. They do not establish the historical play call or actual player tracking.
These are teaching templates, not verified historical formations. Changing a formation replaces that side’s assignments. A new play concept reloads both sides; Undo edit restores your previous design.
Select a player. Drag to move; arrow keys also work.
Upfield decreases Y. Moving a start leaves the assignment’s destination points in place. Field players support arrow keys; hold Shift for a larger move. Edits return playback to the snap.
Stage a release, a catch or a return. A player holds the start before this window and the final point after it. Times are diagram seconds.
Add or edit destinations numerically. Each point is visited in order; the route starts at the player’s position.
One saved design stays in this browser. Share links carry the design; JSON keeps a portable copy. Undo retains your last thirty edits during this visit.
Imports are checked for valid formations, player counts, field coordinates, and assignment limits before they replace this design.
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