1. Degree of Difficulty (DD): Measuring How Hard a Game Is to Build (Scale: 1.00 to 5.00)

In Olympic diving, every dive gets a fixed Degree of Difficulty score before the athlete even steps onto the board. A four-and-a-half somersault starts with a much higher difficulty value than a simple swan dive.

We measure game development the exact same way. Every game is evaluated across 8 Core Pillars, with 5 complexity tiers inside each pillar (40 total development components):

1. Core Design & World Structure

From linear levels and multi-zone hubs up to seamless open worlds and deeply simulated systemic sandboxes.

2. Post-Launch & Service Model

From standalone finite releases and DLC expansions up to evolving live-service platforms.

3. Art Direction & Visuals

From stylized low-overhead pipelines up to real-time volumetric lighting, photogrammetry, and custom rendering.

4. Narrative & Storytelling

From fixed linear scripts up to interconnected branching dialogue graphs and dynamic procedural narrative.

5. UI & User Experience (UX)

From static overlays up to live data-driven RPG interfaces, accessibility suites, and deep hardware integration.

6. Sound Design & Music

From trigger-based stereo playback up to real-time acoustic ray-tracing and procedural audio synthesis.

7. Innovation & Originality

From established genre templates up to interconnected subsystem mechanics and first-principles game design.

8. Network & Multiplayer

From offline single-player up to authoritative client-server replication, spatial graphs, and rollback netcode.

How DD Is Calculated: Verified developers rate the difficulty of each component on a 1.0 to 5.0 scale. A game's overall Degree of Difficulty (DD) is the average of its 8 selected pillar components, resulting in a score between 1.00 and 5.00. Initial baselines are published as TGM Estimates, which upgrade to Official Certified Ratings when publishers declare their official dive sheet specs.

2. Synthesized Game Execution (sGE): The 7-Judge Panel (Scale: 3.0 to 30.0)

In competitive diving, a panel of judges scores how well the athlete executed the dive. To stop individual bias from ruining the result, the highest and lowest scores are thrown out, and only the middle judges are added together.

TGM applies this exact rule to player ratings so review-bombing and blind fan hype cannot rig a game's score. First, players rate individual Game Execution (GE) across standardized gameplay criteria based on technical stability and how well the game delivers on its vision. Then, our engine forms The 7-Judge Panel to calculate Synthesized Game Execution (sGE):

Step A: Sample 7 Judges All player GE scores (1.0 to 10.0) are sorted from lowest to highest. The system pulls 7 evenly spaced judges across the distribution (from the 12.5% mark to the 87.5% mark), snapped to 0.5 increments.
Step B: Drop the Extremes The 2 lowest judges (J1, J2) and the 2 highest judges (J6, J7) are dropped. This automatically cuts out coordinated 1-star review bombs and uncritical 10-star hype spikes.
Step C: Sum the Middle Three The remaining 3 middle judges (J3 + J4 + J5) are added together. Because each judge scores up to 10.0, the resulting Synthesized Game Execution (sGE) sits on a clean 3.0 to 30.0 scale.

3. The TGM Benchmark Score: Multiplying Ambition by Execution (Scale: up to 150.0)

A diver's final score isn't just about execution, and it isn't just about difficulty. It is the two multiplied together. A complex, high-risk dive with a small landing splash can rightfully outscore a basic dive executed cleanly.

A game's final TGM Benchmark Score is the direct product of both metrics:

Degree of Difficulty (DD) × Synthesized Game Execution (sGE) = TGM Benchmark Score

Example A: Massive Open-World RPG

2.95 DD × 27.0 sGE = 79.65 TGM

High technical complexity across all 8 pillars paired with strong 27.0 / 30 execution rewards the studio for pulling off a massive build.

Example B: Focused Action Roguelike

2.33 DD × 27.0 sGE = 62.91 TGM

Identical 27.0 / 30 execution is recognized and celebrated, while the final benchmark honestly reflects its smaller engineering scope.

By multiplying Degree of Difficulty (DD) by Synthesized Game Execution (sGE), a focused indie game and a 150-hour open-world simulation are finally evaluated fairly on their own merits, without punishing creative risk or hiding how hard a game was to build.

Developer

For Game Developers

Prove the technical complexity of your systems with hard data, not reviewer opinions.

  • Put verified Degree of Difficulty (DD) metrics on your portfolio and resume
  • Benchmark your features and skills against industry peers
  • Participate in Developer Calibration Surveys to weight the 8 Core Pillars
  • 100% Free verification for studio engineers, artists, audio, and designers
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Publisher

For Game Publishers

Declare your game's official production specs directly, replacing analytical estimates with verified studio data.

  • Register official titles and declare 8-pillar dive sheets
  • Use verified benchmark data in marketing, pitch decks, and job postings
  • Track industry scope trends to guide hiring and production schedules
  • Receive Verified Milestone Certification Seals from registration to launch
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Player Hub

For Gamers

Don't review; Judge. Access behind-the-scenes industry metrics, explore visual benchmark cards, judge game execution, and explore data distributions.

  • Score Game Execution (GE) and contribute to the benchmark
  • Help form The 7-Judge Panel consensus to filter out hype and review bombs
  • Browse the Player Hub and compare game benchmarks in the Data Lounge
  • Access behind-the-scenes metrics, visual benchmark cards, and TGM Awards
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