Blue’s P3 setup at Pumps created a 31-second hold and protected the next spawn.
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.
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Interactive product preview
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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.
HARDPOINT SCORELINE
Winner forced by objective scoreRed kept contesting P2 after losing rotation control, feeding staggered breaks.
Call the second wave before the first player contests and keep the anchor connected.
P1 · Courtyard
BlueWindow: 0:42 to 1:42 · Score: 34:18
Gain: Blue +24 · Red +11
Blue won the setup through early lane pressure.P2 · Fountain
ContestedWindow: 1:42 to 2:42 · Score: 58:45
Gain: Blue +24 · Red +27
Red broke once but never stabilized the spawn.P3 · Pumps
BlueWindow: 2:42 to 3:42 · Score: 91:56
Gain: Blue +33 · Red +11
Early rotation turned into the defining hold.P4 · Garage
RedWindow: 3:42 to 4:42 · Score: 103:88
Gain: Blue +12 · Red +32
Blue stayed too long on old hill pressure.RED TEAM WINS
Blue created enough opening pressure to stay close, but isolated re-challenges after first contact gave Red the repeat trades that decided the match.
Red’s R1 converted a three-player sequence at Garage after Blue challenged the same lane alone.
At 27:26, Red stopped chasing mid-map fights and held the Garage crossfire for the final run.
Trade the Garage lane from cover instead of feeding the same angle.
Keep P2 within one trade window when P5 takes first contact.
When ahead late, hold crossfires and make Red break the setup.
SEARCH & DESTROY ROUND CONTROL
One life · bomb pressure · round conversionsBomb & round flow
Site A pressure kept the carrier covered through all three committed plants.
Blue’s round-six retake worked because P3 delayed until support reached site.
The B rotation started only after the site player lost all contact.
Name the carrier escort before the round and stay connected after plant.
Blue converted the round
Blue attack · Red defense
P3’s delayed challenge bought the carrier enough time to reach the post-plant crossfire.
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.
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
Blue Team Wins
Blue won Hardpoint through disciplined rotations and stronger hill pressure. Their connected trades denied Red the clean breaks needed to reverse the map.
P3’s hold at Pumps protected Blue’s setup and stopped Red’s strongest push.
Blue rotated early, won the next two hills, and kept Red spawning away from control.
Keep the early rotation, but leave one player connected to the final lane before the break.
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.
Player development
Give every player a clearer next assignment.
Connect impact, consistency, objective work, trend, and role-aware coaching in one player card.
Held Garage against three Red players, protected hill control, and finished the break.
Pushed Patio without checking the flank, giving Red a free route into the setup.
Keep the anchoring discipline, but stay within sightline of the hill spawn when Blue pushes beyond Patio.
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
Blue rotated as a unit, with clear roles between hill coverage and lane pressure. Only occasional solo deaths disrupted the flow.
The anchor-and-flank pairing produced Blue’s cleanest hill breaks.
Blue performs best when setup begins before the final ten seconds.
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.
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.
Objective timelines
Review the match in sequence.
Follow hill by hill control for Hardpoint and round by round bomb flow in Search & Destroy.
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.
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.
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.
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.
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 →-
01
Your VOD
Upload the scrim
Choose the replay type, map, mode, and names shown in the match.
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02
Structured review
GameMind reads the evidence
Match-aware vision and analysis organize the footage into the right mode-specific structure.
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03
Next scrim plan
The squad leaves with a fix
Open the verdict, timelines, player reads, recurring patterns, and practical next assignments.
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
- 01Access before public launch
Use the product while invite waves are still controlled.
- 02Guided first review setup
Know exactly which footage, player names, map, and mode details produce the clearest review.
- 03A direct feedback route
Tell us what helps the review room and where the output still misses context.
- 04Meaningful build updates
Follow the features and mode improvements that matter to competitive teams.
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.
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.devWho 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