Run a game development post-mortem rooted in the GDC tradition. Triggers on: "retrospective", "retro", "post-mortem", "lessons learned", "what went right", "what went wrong", "kill list review". Do NOT invoke for design document review (use game-design-review) or playtesting (use game-playtest). Part of the AlterLab GameForge collection.
The game industry has the best post-mortem tradition in software. Gamasutra's classic post-mortem series — Diablo II, Baldur's Gate, Black & White, Thief — taught an entire generation of developers more than any textbook because they were brutally honest. Five things that went right. Five things that went wrong. No spin, no corporate sanitizing, no "learnings and opportunities." Just the truth about what happened when a team tried to ship a game.
This workflow follows that tradition. Not Scrum retrospectives. Not agile ceremonies. Game development post-mortems — the format that Supergiant used to iterate Hades from a decent roguelike into a genre-defining masterpiece, that ConcernedApe used to survive five years of solo development on Stardew Valley without losing his mind, that the Dwarf Fortress brothers used to sustain a twenty-year development cycle without burning out or losing direction.
The difference between a corporate retro and a game post-mortem: a corporate retro asks "what could we improve?" A game post-mortem asks "did we build the right game, and did we build it the right way?" One optimizes process. The other interrogates the creative and technical decisions that determine whether your game ships, and whether it is worth shipping.
Run this workflow when:
Problems this solves:
GDC format, not agile format. The structure is "What Went Right / What Went Wrong / Lessons Learned." Not "went well / didn't go well / action items." The distinction matters: GDC format forces you to commit to a judgment. Something either went right or it went wrong. Fence-sitting is not allowed.
Game-specific lenses, not generic process questions. Every retrospective passes through six game development lenses (detailed below). "Did we communicate well?" is a process question. "Did the core loop deliver the intended experience?" is a game development question. This workflow asks the second kind.
The Kill List is mandatory. Every retrospective includes a review of what was cut. The discipline to cut is the discipline to ship. The Kill List forces you to evaluate whether your cuts were correct, premature, or too late.
"The One Thing" is mandatory. After all analysis, distill everything to a single sentence. One lesson. The one that changes how you work next time. If you cannot pick one, you have not thought hard enough.
Evidence over feelings. "The combat felt off" is not a finding. "Playtesters disengaged during combat encounters longer than 45 seconds, suggesting the damage loop is too slow for the encounter scale" is a finding. Back everything with data, playtest observations, or specific incidents.
Read the last post-mortem first. Before starting, review the previous retrospective. Did those lessons actually change anything? If the same problems appear twice, the issue is not awareness — it is execution. That distinction changes the action plan entirely.
Solo devs do this too. ConcernedApe developed Stardew Valley alone for five years. He has spoken publicly about the burnout, the scope creep, the periods where he almost quit. Solo developers have zero external feedback loops. This workflow IS your external feedback loop. Write it down. Do not just think about it.
These lenses replace generic retro questions. Every retrospective — sprint, milestone, or project — passes through all six. Not every lens will produce findings every time. That is fine. But you must look through each one.
Lens 1: Core Loop Validation
Did the core loop deliver the intended experience? Was it fun in isolation before content, narrative, and progression systems were layered on top?
Celeste's core loop — dash, jump, climb — was fun in a blank room with white rectangles. Madeline's movement felt good before a single strawberry, B-side, or story beat existed. If your core loop is not fun in a blank room, content will not save it. This is the most important lens because everything else is built on top of it.
Questions to answer:
Lens 2: Pillar Integrity
Did the design pillars hold through implementation, or did they drift? If they drifted, was the drift intentional evolution or unconscious erosion?
Pillars are only useful if they survive contact with production. A pillar that reads beautifully in a GDD but gets quietly abandoned when implementation gets hard was never a real pillar — it was an aspiration. This lens detects the gap between stated pillars and shipped reality.
Questions to answer:
Lens 3: Scope Tier Review
Did the Must/Should/Could prioritization protect the right features? What moved between tiers during development, and were those moves correct?
Scope management is not about cutting features. It is about protecting the features that make your game YOUR game while having the discipline to let go of everything else.
Questions to answer:
Lens 4: Flow State Analysis
Where did playtesters enter flow? Where did they bounce? Map observed engagement against the intended experience curve.
Flow — the Csikszentmihalyi state where challenge perfectly matches skill — is not an accident. It is designed. This lens compares your intended flow curve against what players actually experienced.
Questions to answer:
Lens 5: Technical Debt Audit
What shortcuts taken for speed are now blocking progress? Which shortcuts were worth it? Which should have been paid down earlier?
Every game accumulates technical debt. The question is not "do we have debt?" but "is our debt in the right places?" Debt in a prototype system that will be rewritten is free. Debt in a core system that everything depends on is compounding interest.
Questions to answer:
Lens 6: Ludonarrative Check
Where did mechanics and narrative reinforce each other? Where did they contradict? Did the game say one thing with its story and another with its systems?
Ludonarrative dissonance — the term Clint Hocking coined reviewing BioShock — is when the story tells you to care about characters while the gameplay tells you to loot their corpses. It is the gap between what the narrative says the game is about and what the mechanics actually reward.
Questions to answer:
This section is mandatory for every retrospective scope. It is a dedicated review of every feature, system, or content piece that was cut during this period.
Team Cherry cut multiple biomes from Hollow Knight that were partially built — geometry laid out, enemies designed, some art complete. The discipline to cut half-built work is harder than cutting ideas, because you can see the sunk cost. The Kill List forces you to confront your cuts honestly.
KILL LIST: [Sprint/Milestone/Project Name]
Date: [date]
+------------------------------------------------------------------+
| Feature Cut | Stage When Cut | Reason | Correct Call?|
+-------------------+-----------------+-------------+--------------+
| [Feature name] | [Idea/Design/ | [Why it was | [Yes/No + |
| | In-Progress/ | cut] | reasoning] |
| | Nearly-Done] | | |
+-------------------+-----------------+-------------+--------------+
| [Feature name] | [stage] | [reason] | [assessment] |
+-------------------+-----------------+-------------+--------------+
CUTS THAT WERE CORRECT:
- [Feature]: Right call because [specific reason it was the right cut].
CUTS THAT WERE TOO LATE:
- [Feature]: Should have been cut at [earlier stage] instead of [when it was
actually cut]. Cost of delay: [wasted effort in hours/days/sprints].
CUTS THAT WERE PREMATURE:
- [Feature]: In hindsight, this should have survived. Evidence: [why you now
believe it was worth keeping].
FEATURES THAT SHOULD HAVE BEEN CUT BUT SURVIVED:
- [Feature]: This shipped but should not have. It [diluted the experience /
consumed resources better spent elsewhere / violated a pillar]. Why it
survived: [inertia / sunk cost fallacy / stakeholder attachment].
THE EARLIER CUT:
If you could go back to the start of this period, what would you cut on day
one that you did not cut until [later]?
- [Feature]: Cut immediately because [reason].
THE FIERCER PROTECTION:
What would you protect more fiercely against scope pressure?
- [Feature]: Protect because [reason it was more important than recognized].
After completing all six lenses and the Kill List, distill everything to a single sentence. This is the hardest part. It is also the most valuable.
The single most important thing we learned is: ____________________
Rules for "The One Thing":
Examples of good "One Things":
Examples of bad "One Things":
Three formats scaled to scope. All follow GDC post-mortem structure, not agile retro structure.
FORMAT 1: Sprint Post-Mortem (15 minutes)
SPRINT POST-MORTEM: [Sprint Name/Number]
Date: [date]
Sprint goal: [the single-sentence sprint goal]
Goal met: [Yes / No / Partially -- one sentence on why]
PREVIOUS POST-MORTEM REVIEW:
- [Action from last time] | [Done/Not Done] | [If not: why?]
--- SIX LENSES (hit only those with findings this sprint) ---
Core Loop: [Finding or "No change this sprint"]
Pillars: [Finding or "Held / Drifted -- specify"]
Scope: [What moved between tiers and why]
Flow: [Playtest observation or "No new data"]
Tech Debt: [New debt taken on / Old debt paid down]
Ludonarrative: [Alignment finding or "N/A this sprint"]
--- WHAT WENT RIGHT (max 3) ---
1. [Specific positive] -- Why: [root cause of success]
2.
3.
--- WHAT WENT WRONG (max 3) ---
1. [Specific problem] -- Root cause: [system failure, not person]
2.
3.
--- KILL LIST ---
[Features cut this sprint, evaluated per Kill List format above]
--- THE ONE THING ---
The single most important thing we learned is:
[one sentence]
--- ACTIONS ---
| Action | Owner | Deadline | How We Will Know It Worked |
|-----------------|---------|----------|----------------------------|
| [specific act] | [name] | [date] | [measurable outcome] |
| [max 3 actions] | | | |
FORMAT 2: Milestone Post-Mortem (45 minutes)
MILESTONE POST-MORTEM: [Milestone Name]
Date range: [start] to [end]
Sprints covered: [N]
HEADLINE: [One sentence — the story of this milestone]
--- GOALS VS. REALITY ---
| Goal | Target | Actual | Verdict |
|---------------------|---------------------|---------------------|-----------|
| [milestone goal] | [what success was] | [what happened] | [Met/Miss]|
--- SIX LENSES (full analysis) ---
CORE LOOP VALIDATION:
[Detailed findings. Is the loop proven? Where is it weak?]
PILLAR INTEGRITY:
[Per-pillar assessment. Which held? Which drifted? Why?]
SCOPE TIER REVIEW:
| Feature | Starting Tier | Ending Tier | Move Justified? |
|-----------------|---------------|-------------|-----------------|
| [feature] | Must | Cut | [Yes/No + why] |
FLOW STATE ANALYSIS:
[Map intended experience curve vs. observed player behavior.
Identify flow breakers and flow peaks.]
TECHNICAL DEBT AUDIT:
| Debt Item | Cost to Fix | Cost of Ignoring | Priority |
|-----------------|-------------|------------------|-------------|
| [shortcut] | [effort] | [consequence] | [Fix/Defer] |
LUDONARRATIVE CHECK:
[Where do mechanics and story align? Where do they fight?]
--- WHAT WENT RIGHT (5 items, GDC format) ---
1. [Title]: [2-3 sentences. What went right and WHY it went right.
Be specific enough that another team could replicate the success.]
2.
3.
4.
5.
--- WHAT WENT WRONG (5 items, GDC format) ---
1. [Title]: [2-3 sentences. What went wrong and WHY it went wrong.
Trace to a system or decision, not a person.]
2.
3.
4.
5.
--- KILL LIST ---
[Full Kill List format from above]
--- THE ONE THING ---
The single most important thing we learned is:
[one sentence]
--- ACTIONS ---
| Priority | Action | Owner | Deadline | Success Metric |
|----------|---------------------|--------|----------|-----------------|
| P1 | [urgent] | [name] | [date] | [measurable] |
| P2 | [important] | [name] | [date] | [measurable] |
| P3 | [improvement] | [name] | [date] | [measurable] |
PROCESS CHANGES (effective immediately):
- [Change]: [Rationale]
CARRY FORWARD:
- [Systemic issue requiring ongoing attention across next milestone]
FORMAT 3: Project Post-Mortem (90 minutes)
The full GDC-style post-mortem. This is a historical document. Write it honestly enough
that it would be worth publishing. Reference @templates/post-mortem.md for the complete
template.
PROJECT POST-MORTEM: [Project Name]
Duration: [start] to [end] ([total months])
Team size: [headcount or "solo"]
Final scope: [features shipped] / [features originally planned] ([percentage])
ELEVATOR PITCH (as designed):
[What was this game supposed to be?]
ELEVATOR PITCH (as shipped):
[What did this game actually become?]
[If these two pitches are different, that delta IS the post-mortem.]
--- PROJECT TIMELINE ---
| Phase | Planned | Actual | Delta | Key Event |
|----------------|-------------|-------------|-------------|---------------|
| Concept | [dates] | [dates] | [+/- weeks] | [what happened]|
| Pre-production | [dates] | [dates] | [+/- weeks] | |
| Production | [dates] | [dates] | [+/- weeks] | |
| Alpha | [dates] | [dates] | [+/- weeks] | |
| Beta | [dates] | [dates] | [+/- weeks] | |
| Polish | [dates] | [dates] | [+/- weeks] | |
| Launch | [dates] | [dates] | [+/- weeks] | |
Total delta: [how far from original schedule]
--- SIX LENSES (definitive assessment) ---
CORE LOOP VALIDATION:
[Final verdict on the core loop. Was it proven before production began?
What would you change about when and how you validated it?]
PILLAR INTEGRITY:
[For each pillar: did it survive from GDD to gold master? Where did it
bend? Where did it break? Grade each pillar A through F.]
SCOPE TIER REVIEW:
[Full audit. Original scope vs. shipped scope. Every feature that moved
between tiers, with justification assessment.]
FLOW STATE ANALYSIS:
[Aggregate playtest data across the full project. Where does the shipped
game achieve flow? Where does it lose players?]
TECHNICAL DEBT AUDIT:
[What debt shipped? What debt was paid down during polish? What debt
will haunt a sequel or DLC?]
LUDONARRATIVE CHECK:
[Final assessment of mechanics-narrative alignment in the shipped product.]
--- WHAT WENT RIGHT (5 items, GDC format) ---
1. [Title]
[Full paragraph. What went right, why, what conditions enabled it,
and what other teams can learn from this success.]
2.
3.
4.
5.
--- WHAT WENT WRONG (5 items, GDC format) ---
1. [Title]
[Full paragraph. What went wrong, the root cause, the impact, when
the team recognized it, and what should have been done differently.]
2.
3.
4.
5.
--- COMPLETE KILL LIST ---
[Every feature cut across the entire project, evaluated with full
hindsight. This is the most valuable section for future projects.]
--- THE ONE THING ---
The single most important thing we learned is:
[one sentence]
[Then: 2-3 sentences expanding on why this is THE lesson, and how it
will specifically change your approach on the next project.]
--- KEY LEARNINGS (5-7 maximum) ---
| Lesson | Evidence | Applies To |
|-------------------------------|----------------------------|----------------|
| [transferable principle] | [specific project example] | [future scope] |
Each lesson must be backed by specific evidence from this project. "Planning
matters" is not a lesson. "Our estimates were 40% under actual because we did
not account for integration time between the dialogue system and the save
system, which added 6 weeks" is a lesson.
--- PUBLISH ASSESSMENT ---
Audience: [internal only / team blog / GDC talk / public post-mortem]
Redactions: [anything not for public consumption]
Value to others: [what would another team learn from reading this?]
For Solo Developers:
You are both participant and facilitator. You have no one to challenge your assumptions, which makes this exercise more important, not less.
Use these prompts — and write the answers down. ConcernedApe journaled during Stardew Valley development. It was part of how he survived.
SOLO DEV POST-MORTEM PROMPTS
1. What did I spend the most time on? Was it the RIGHT thing to spend
time on, or was it the comfortable thing?
2. What task took 3x longer than expected? Why was my estimate wrong?
(Not "it was harder than I thought" — WHY was it harder?)
3. What am I avoiding? What part of the project do I open last? That
avoidance is data.
4. Run the six lenses solo. Even two-sentence answers per lens are
valuable.
5. Fill out the Kill List. What did I cut? Was each cut right?
6. Am I still excited about this project? Scale of 1-10. Track this
number over time. A downward trend that hits 3 means you need to
change something fundamental — scope, direction, or schedule — not
just push through.
7. The One Thing. Force yourself to pick one.
For Teams (2+ people):
The facilitator's job is to protect honesty. People will self-censor in group settings. The facilitator prevents that.
FACILITATION PROTOCOL
Before:
[ ] Review previous post-mortem and its actions
[ ] Collect playtest data, velocity metrics, bug counts
[ ] Send the six lenses to the team 24 hours in advance so they
arrive with findings, not blank stares
[ ] Book the room. Set a timer. Enforce the timebox.
During:
[ ] Start with previous action review. Accountability first.
[ ] Run each lens in order. 5-7 minutes per lens for sprints,
10-15 for milestones.
[ ] The Kill List gets its own dedicated block. Do not skip it.
[ ] One person talks at a time. No defending, no explaining away.
[ ] When someone says "it's fine" about something that clearly is
not fine, the facilitator pushes: "What would you change about
it if you could?"
[ ] Capture The One Thing individually first (everyone writes it
down silently), then share. Consensus is not required — divergent
"One Things" are informative.
After:
[ ] Distribute the document within 1 hour
[ ] Actions go into the sprint backlog immediately, not "later"
[ ] File the post-mortem in the project archive
[ ] Schedule mid-sprint check on actions
These kill retrospectives faster than skipping them:
The Gamasutra Sanitized Version: Everything is phrased as a positive. "We had the opportunity to learn about scope management" means "we cut half the game and it was painful." Stop sanitizing. The honest version is the useful version.
The Blame Post-Mortem: "John broke the build three times." That is not analysis. "Our CI pipeline had no pre-merge validation, so broken builds reached main. The system failed, not John." Redirect every blame to a system question.
The Action Graveyard: You generated 12 action items last retro. How many were completed? If the answer is fewer than half, generate fewer actions this time and actually do them. Three completed actions beat twelve abandoned ones.
The Missing Kill List: "We did not cut anything." You either cut features or you overscoped. Both are worth examining. If you truly cut nothing, examine whether your scope was too conservative — were you building a game that was safe instead of ambitious?
The Comfortable One Thing: "We learned a lot." That is not a lesson. Push harder. The real One Thing is usually the one that is slightly uncomfortable to say out loud.
The Skipped Post-Mortem: "We are too busy." This is the clearest signal that you need one. Fifteen minutes for a sprint post-mortem. If you cannot find fifteen minutes, your sprint has deeper problems than this retro will fix.
@docs/collaboration-protocol.md -- Communication norms for post-mortem discussions@docs/coordination-rules.md -- Escalation paths for systemic issues found in retros@docs/game-design-theory.md -- Flow Theory, MDA Framework, SDT for lens analysis@templates/post-mortem.md -- Extended project post-mortem templategame-sprint-plan for
the next cycle and game-scope-check if scope issues surfacePart of the AlterLab GameForge -- Indie Game Development Skills suite.