Every scrim leaves clues.

GameMind turns CODM match footage into a coach’s review your team can act on. See what changed the match, where the setup broke, who made an impact, and what to fix next.

Mode-awareHardpoint, Deathmatch, S&D, and Control
Evidence-ledBuilt from the match footage
ActionableA next-scrim plan, not a stat dump
Build statusPrivate beta preparation
  1. Core analysisBuilt
  2. Founding squadsWaitlist open
  3. Invite wavesComing next
  4. Public launchComing soon
Match verdict Map control Death zones Player impact Round flow Rotation discipline Next-match fixes

Interactive product preview

Don’t imagine the report. Read one.

Switch modes to see how GameMind changes the questions it asks. This is an illustrative preview of the report experience, not a generic dashboard with a different title.

GameMind sample review Illustrative preview
GameMind DebriefHacienda · Hardpoint

HARDPOINT SCORELINE

Winner forced by objective score
150Blue Score
126Red Score
BLUEScore Winner
SW
Biggest Swing

Blue’s P3 setup at Pumps created a 31-second hold and protected the next spawn.

OM
Objective Mistake

Red kept contesting P2 after losing rotation control, feeding staggered breaks.

NP
Next Priority

Call the second wave before the first player contests and keep the anchor connected.

P1 · Courtyard

Blue

Window: 0:42 to 1:42 · Score: 34:18

Gain: Blue +24 · Red +11

Blue won the setup through early lane pressure.

P2 · Fountain

Contested

Window: 1:42 to 2:42 · Score: 58:45

Gain: Blue +24 · Red +27

Red broke once but never stabilized the spawn.

P3 · Pumps

Blue

Window: 2:42 to 3:42 · Score: 91:56

Gain: Blue +33 · Red +11

Early rotation turned into the defining hold.

P4 · Garage

Red

Window: 3:42 to 4:42 · Score: 103:88

Gain: Blue +12 · Red +32

Blue stayed too long on old hill pressure.

Sample values and observations are illustrative. Your report is generated from your own footage, selected mode, map, and player names.

One upload, several layers

See the match from every useful angle.

GameMind organizes the review from team-level story to player-level detail, so the squad can move from “what happened?” to “what do we change?” without losing the thread.

01

Match story

Start with the verdict, not the spreadsheet.

Get the result, defining moment, momentum shift, and the clearest reason the match moved.

  • Winner and final score
  • Moments tied to match evidence
  • One practical next-match adjustment
55Total kills
B2Blue MVP
R1Red MVP
Result confirmed

Blue Team Wins

62:7

Blue won Hardpoint through disciplined rotations and stronger hill pressure. Their connected trades denied Red the clean breaks needed to reverse the map.

DM
Defining moment

P3’s hold at Pumps protected Blue’s setup and stopped Red’s strongest push.

MS
Momentum shift

Blue rotated early, won the next two hills, and kept Red spawning away from control.

NX
Take into next scrim

Keep the early rotation, but leave one player connected to the final lane before the break.

02

Map intelligence

Find the space your team keeps giving away.

Read control, pressure points, rush routes, hot zones, and repeated death locations with map context.

GameMind heatmap showing peak pressure density on Diesel
Peak pressurePumps approach
Repeated issueLate lane support
03

Player development

Give every player a clearer next assignment.

Connect impact, consistency, objective work, trend, and role-aware coaching in one player card.

BLUE_1Slayer · Anchor
A−
46Kills
19Deaths
2.42K/D
Form82Strong
Impact88
Objective73
Survival67
Consistency81
Best moment

Held Garage against three Red players, protected hill control, and finished the break.

Fix first

Pushed Patio without checking the flank, giving Red a free route into the setup.

Next assignment

Keep the anchoring discipline, but stay within sightline of the hill spawn when Blue pushes beyond Patio.

04

Team review

Spot patterns that one scrim can’t reveal.

Link recurring matches into season-style team development, map identity, pairings, and priorities.

  • Trajectory across recurring matches
  • Map identity, chemistry, and pairings
  • Priorities for the next scrim block
TrajectoryImproving
Best mapDiesel8 reviewed
Next focusTrade spacingTeam-wide
Coordination reviewBlue Team
Excellent
85% coordination

Blue rotated as a unit, with clear roles between hill coverage and lane pressure. Only occasional solo deaths disrupted the flow.

Working pair P2 + P5

The anchor-and-flank pairing produced Blue’s cleanest hill breaks.

Map identity Early control

Blue performs best when setup begins before the final ten seconds.

Fix first Trade spacing

Support arrives late when the first player challenges beyond Patio.

A complete review system

More than a verdict. Everything around it.

Every layer stays connected, from a single round or hill to the player, squad, and recurring pattern it belongs to.

CODM operators coordinating around an objective

Mode-aware reports

The report speaks the mode.

Hardpoint focuses on hills, rotations, and setup. Deathmatch reads fights, trades, and spacing. S&D follows rounds, plants, retakes, and survival. Control reads zone captures, pressure, and defensive holds.

HardpointDeathmatchS&DControl
CODM players contesting an objective as a team

Objective timelines

Review the match in sequence.

Follow hill by hill control for Hardpoint and round by round bomb flow in Search & Destroy.

HillsRoundsKey events
CODM operator representing an individual roster player

Roster-aware context

Your players, not generic slots.

Use the names entered before analysis, connect each in-video position to the right teammate, and keep role-aware trends attached to the roster.

NamesRolesTrends
CODM squad overlooking the battlefield together

Season-style team reviews

Turn a run of scrims into a development plan.

Combine recurring reports to reveal trajectory, map identity, chemistry, best pairings, recurring mistakes, problem areas, and the next team-wide focus.

TrajectoryPairingsChemistryPriorities
CODM teammates regrouping before their next adjustment

Coach-controlled direction

Choose how the feedback lands.

Set the coach emotion before a team review so the delivery matches the room, while the underlying match evidence stays unchanged.

ToneEmphasisEvidence
CODM operator ready for the next match review

History and ready alerts

The review is waiting when you return.

Keep completed analyses in saved history and receive an email when a match analysis or team review is ready to open.

Saved reportsEmail alertsTeam workspace

Built around the review room

From raw VOD to one shared plan.

GameMind is designed to sharpen the conversation you already have. It does not replace your coach, captain, or team instincts.

Join the Waitlist
  1. 01

    Upload the scrim

    Choose the replay type, map, mode, and names shown in the match.

    Your VOD
  2. 02

    GameMind reads the evidence

    Match-aware vision and analysis organize the footage into the right mode-specific structure.

    Structured review
  3. 03

    The squad leaves with a fix

    Open the verdict, timelines, player reads, recurring patterns, and practical next assignments.

    Next scrim plan

Founding squad programme

Get in early. Help make the review better.

We’re opening access in deliberate waves so the first teams receive a reliable experience, and their feedback can genuinely influence what ships next.

What founding squads receive

  • 01
    Access before public launch

    Use the product while invite waves are still controlled.

  • 02
    Guided first review setup

    Know exactly which footage, player names, map, and mode details produce the clearest review.

  • 03
    A direct feedback route

    Tell us what helps the review room and where the output still misses context.

  • 04
    Meaningful build updates

    Follow the features and mode improvements that matter to competitive teams.

Invite fitNot ranked. Just useful context.

You’re likely a strong fit if...

You record clear CODM scrim footage at normal playback speed.

Your squad reviews Hardpoint, Deathmatch, Search & Destroy, or Control.

You want team and player context beyond the final scoreboard.

You’re willing to share concise, honest product feedback.

Join the founding waitlist

Solo players, coaches, analysts, academies, and organisations are welcome too.

Before you join

Useful answers, no fog.

Still wondering whether your footage or team is a fit?

support@gamemind.dev
Who is the private beta for?

Competitive CODM players, scrim teams, captains, coaches, analysts, academies, and organisations that regularly review match footage.

What will I receive after joining?

You’ll receive meaningful private-beta progress updates and, if selected for an invite wave, instructions for accessing and setting up your first review.

Which modes will be supported?

GameMind is being prepared for Hardpoint, Deathmatch, Search & Destroy, and Control, with mode-aware reporting instead of one generic report template.

What footage works best?

Clear, high-resolution CODM scrim footage at normal playback speed, beginning immediately after the match countdown and recorded on a stable network.

Do I need to pay to join the waitlist?

No. Joining the waitlist is free and does not require payment details.

When will invites be sent?

Invites will be sent in controlled waves. This lets us protect reliability, support early users properly, and improve the product between waves.

The scoreboard says what

GameMind helps your team understand why.

Put my squad on the list