Who can do what in your org, in one screen. Not fifteen minutes of scrolling.
Game Org's Consultation view is a members × categories table. Each cell shows the member's average on that category, colored by their current tier. Five mastery tiers by default, from Beginner to Master — but your org renames them if the wording doesn't fit your universe. Filters by curriculum type (Gameplay, Management, Specializations), filter by operational section, clickable legend. An officer prepping an op spots in three seconds who's at the required tier for the mission — advanced pilot on Star Citizen, expert tank on World of Warcraft, confirmed healer on Arma. No export to compile, no column to dig for in the "Season 3 Evals" tab.
- Members × categories table — each cell = member's average on the category, colored by the tier reached
- Five mastery tiers — Beginner, Intermediate, Advanced, Expert, Master. Rename them if your org uses its own vocabulary
- Filters by curriculum type and section — isolate Gameplay, Management or Specializations, then cross with an operational section
- Automatic section-scoping — each lead sees their section, upper command sees everything. Nothing spills by accident

As simple as a list, as deep as a career. You hold the dial.
No intimidating structure forced on you from the start. At its simplest: a list of skills to score, period — you add the skills, you evaluate them, done. No tiers, no groups. Perfect for a qualification to validate (a single threshold) or a private internal evaluation. When your org wants real progression, you step it up a notch: a graded path that unfolds up to four layers — Category (the domain: Piloting, Healing, Logistics…), Stage (the progression tiers), Group (a theme within the stage), Skill (the scored unit) — with its thresholds and its automatic promotion. You choose the depth at creation, curriculum by curriculum. Everything starts from an empty matrix, everything renames and reorders by drag & drop. An org can start with three flat skills and add structure only the day it needs it.
- Simple by default — a list of skills to score, no tiers or groups: ideal for a qualification (single threshold) or an internal evaluation
- Deep when needed — the graded path unfolds four layers (Category → Stage → Group → Skill) with thresholds and automatic promotion
- Depth follows intent — at creation you choose: simple list or graded path. Nothing forces you into the complex curriculum
- All on your side — creation on an empty matrix, free labels, drag & drop order, structure added as the need arises

Continuous evaluation, with feedback for the trainer AND a word for the member.
Scoring happens from a dedicated sheet. The trainer searches for a member (by section, by rank, by handle), opens their profile, sees active curricula with group averages vs. the objective, Required and Optional skills side by side. They enter a numeric value on the skill's scale (0 to a configurable max — 5 or 10 depending on the granularity you want), add a short progression note if needed. Above all: two separate comment fields, a trainer comment (for the internal file, between evaluators) and a member note (addressed to the player, read in their personal profile). No mixing, no self-censorship like "can I write this knowing they'll read it". Two audiences, two journals.
- Numeric score 0 to max — scale per skill (often 5 or 10), the max sets the granularity of your evaluation
- Two separate comment fields — internal trainer comment + note addressed to the member. Two audiences, two tones
- Overview while scoring — group average vs. objective, Required skills on top, Optional below
- Targeted reset — reset a specific stage without impacting the member's other curricula

Three thresholds hit, the member moves up. No committee, no Friday-night meeting.
Stage promotion — Beginner to Intermediate, Intermediate to Advanced, etc. — doesn't rely on a human decision in Game Org. It relies on three cumulative criteria, computed continuously: each Required skill hits its minimum threshold, the group average exceeds the defined objective, the curriculum's overall average passes the passage threshold. All three at the same time? The member moves up to the next tier, immediately. It's a transparent threshold calculation, not an AI, not a black box — all three conditions are displayed to the member and the trainer, you see in real time what's missing. The lead focuses on mentoring rather than monthly paperwork.
- Three cumulative criteria — (1) each Required skill hits its threshold, (2) group average > objective, (3) overall average > passage threshold
- Transparent calculation — no opaque algo, no AI. Three thresholds, three checks, one tier change
- Visible in real time — the member sees on their profile which conditions are missing for the next tier
- No automatic demotion — a drop in average doesn't demote anyone. Only the rise is automatic, by design

Each section evaluates its own. Nobody scores outside their scope.
A serious gaming org mixes several roles: pilots, healers, logistics, command, roleplay… In Game Org, each operational section has its own curricula in the matrix, its own members, its own scores. And above all, who can score is scoped. Evaluation rights are granted role by role in the org's administration (Roles tab): the « score skills » right is turned on for the relevant roles, and it stays limited to the role's section by default. A Combat lead scores Combat, not Healing. Upper command — or a role explicitly allowed « cross-section » — evaluates across the board. And a grade's rights automatically trickle down to its roles: you set it once, it propagates. The result: no more roleplay lead scoring pilots by mistake, no more logistics officer stumbling onto combat evaluations that don't concern them.
- Automatic section-scoping — each section has its curricula, its members, its scores. The lead sees their section, upper command sees everything
- Evaluation right per role — « score skills » is granted role by role in the org admin, not open to everyone by default
- Scoped to the section — a role's Skills rights apply to its section; a « cross-section » right opens cross-cutting evaluation for upper command and multi-purpose evaluators
- Inheritance by grade — a grade's rights cascade onto its roles automatically, set once then propagated
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