Data Portraits: Alexander Bogachev turns each match of the World Cup 2026 into an animated data portrait

wc26.bogachev.fr reconstructs each encounter with around 1,500 events from FotMob and WhoScored (Opta): territory blankets, relief of xG, pulses of momentum and without a single decorative piece of information.

Data Portraits of the 2026 World Cup: generative visualization by Alexander Bogachev that turns each match into an animated portrait of data on the field
Cover of Football DataPortraits: the project runs through all the matches of the World Cup 2026 as generative scenes in real time. Source: wc26.bogachev.fr

A soccer game is one of the densest data objects in sport: thousands of passes, hundreds of shots, and ninety minutes of changing pressure. Most visualizations flatten it into graphs that only a specialist understands. Data Portraits, the project of Alexander Bogachev at wc26.bogachev.fr, does the opposite: it returns that entire array to something that everyone already recognizes — two teams, one field, and the feeling of a game swinging back and forth.

«It's an impression, but one built entirely from data», summarizes the site's cover. Nothing is staged: each match is reconstructed from around 1,500 events — every touch, pass, shot and card. The result is not a dashboard: it is a unique scene that goes through the game in dramatic time.

How to read the portrait without labels

Bogachev designs the system to be read with the eye, not with legends. On the page About he explains seven visual layers that coexist in the same scene:

Element What does it represent Data source
Two blankets Territory / possession by team, in national color Momentum FotMob (valueNorm)
Sewing Battle front that advances or retreats with pressure Momentum FotMob
The relief Hills where there are shots; height = shot quality (xG) WhoScored / Opt
Goal flood The entire field is dyed the color of the team that scores Goal Events
Tilt of the sky Ambient reading of who is winning Momentum FotMob
Lower pulse Minute-by-minute momentum seismograph Momentum FotMob
Penalty shootout Final choreography with each successful or missed throw Shootout events
Example of territory in Data Portraits: two colored blankets are on a mobile front over the field
Territory: Between the big moments, the game is a tide — the seam between the two blankets marks who pushes and who gives ground. Source: wc26.bogachev.fr/about/ex-territory.png
Example of attack in Data Portraits: Brazil pushes its color towards the rival half and the terrain rises where the danger arises (xG)
Attack: a push from Brazil sinks its color into the Norwegian field; The relief marks where the danger arises — the height is the xG. Source: wc26.bogachev.fr/about/ex-rise.png
Example of a goal in Data Portraits: Haaland scores at 78' and the entire field is flooded with the color of Norway
Goal: Haaland scores at 78'; A high peak signals the shot and the entire field is flooded with the color of Norway — the instant the score changes. Source: wc26.bogachev.fr/about/ex-goal.png

The three previous examples belong to the same real round of 16 match: Brazil 1-2 Norway. This is the case that Bogachev uses in his documentation to demonstrate that the image is enough to read the encounter.

Video: official summary Brazil 1-2 Norway (eighth rounds)

Erling Haaland's two goals that eliminated Brazil — the same game that Data Portraits breaks down into blankets, relief and pulses. Source: FIFA — Highlights Brazil 1-2 Norway (YouTube)

Methodology: two sources, one own model

Bogachev clearly separates meaning (data) from execution (art). The minute-by-minute momentum comes from FotMob — the normalized valueNorm signal — and feeds the possession tide, sky tilt, and bottom pulse. Shots, goals, cards and xG values come from Opta data via WhoScored; From there comes the relief and the exact moment of each goal flood.

The mapping of those numbers to fabric, terrain, and light is yours: a custom-built generative system, not a reusable template. And the golden rule of the project is explicit: «No mock data, no procedural noise for decoration». If there is a hill, there was a shot; If the front moved, the momentum moved with it.

Honest limitations

Bogachev does not sell a literal replay. The possession front and the embossing go through a softening filter (low-pass) so that the fabric breathes instead of flickering second by second. Player positions and territory are a reconstructed approximation from the flow of events — the form of the game, not the exact GPS tracking.

Time is not linear either. The clock runs in dramatic time: it stops on goals and big chances and accelerates in routine passing phases. The order of events is faithful; the on-screen pacing is deliberately distorted to tell the story of the match.

Functional art for a global audience

Bogachev defines the project as functional art: beauty that comes from being truthful. Football is, according to him, one of the few data-rich topics that a global audience already knows how to read — the perfect bridge between a serious analytical dataset and a viewer who has never opened a spreadsheet.

The ambition is both simple and difficult: take a huge, honest array of a match and make its structure instantly readable and genuinely beautiful, so that a lifelong analyst and someone watching their first World Cup can look at the same image and understand the same game.

The site links his Instagram account (@wc26.dataportraits) and Bogachev's professional profile. It is not a commercial product or a betting dashboard: it is an editorial visualization piece that accompanies the tournament from another perspective — that of the information designer who turned medicine into compelling graphics and today leads visual experiences based on data.