Convert a Claude Code session into a shareable blog post or case study capturing decisions, process, and outcomes.
Capture what happened in a Claude Code session and turn it into a blog post, case study, or social media thread that others can learn from.
The skill extracts the real story from git history, file changes, and conversation context — then shapes it into a narrative that shows process, not just results.
scribe:doc-generator)scribe:tech-tutorial)scribe:slop-detector)sanctum:doc-updates)This skill connects to several others in the ecosystem. Use them when the post needs more than prose.
| Need | Skill | What it adds |
|---|---|---|
| Terminal demo GIF | scry:vhs-recording | Record a build/test run as an animated GIF |
| Browser demo GIF | scry:browser-recording | Capture a web UI walkthrough via Playwright |
| Composite media | scry:media-composition | Stitch terminal + browser GIFs side-by-side |
| Proof of claims | imbue:proof-of-work | Verify every number in the post with evidence |
| Code quality narrative | pensive:code-refinement | Describe what was cleaned up and why |
| Review narrative | imbue:structured-review | Capture review findings as post content |
| Change summary | imbue:catchup | Summarize what changed for the post's "The Work" section |
| Diff analysis | imbue:diff-analysis | Risk-scored change breakdown for technical audiences |
When the post describes something visual — a running app, a test suite, a build pipeline — capture it instead of describing it.
Terminal recordings (build output, test runs, CLI demos):
Invoke Skill(scry:vhs-recording) with a tape that runs:
make test → shows 180 tests passing
make play → shows the build + server startup
Browser recordings (web apps, rendered output):
Invoke Skill(scry:browser-recording) with a Playwright spec that:
navigates to the app
interacts with it
captures the result
Composition (side-by-side before/after, terminal + browser):
Invoke Skill(scry:media-composition) to stitch recordings into
a single visual that tells the story.
Place generated GIFs in docs/posts/assets/ and reference them
from the markdown with relative paths.
Every claim in the post should be verifiable. Before finalizing:
Invoke Skill(imbue:proof-of-work) to:
- Tag each claim with [E1], [E2], etc.
- Run verification commands
- Report PASS / FAIL / BLOCKED
This prevents publishing posts with stale numbers or broken examples.
Load the session-extraction module for the full checklist.
Gather raw material from what actually happened:
git log --oneline --since="<session_start>" --stat
git diff --stat <start_commit>..HEAD
cargo test # or the project's test command
find . -name "*.rs" -not -path "*/target/*" | xargs wc -l
Every session post answers three questions:
Look for:
Load the narrative-structure module for formatting templates.
Structure (adapt to content):
# Title: [Verb] + [What] + [With What]
## Opening (2-3 sentences)
What we set out to do and why. No throat-clearing.
## Starting Point
Where things stood before. Concrete: file counts, code state,
what worked and what didn't.
## The Work
Key phases. Focus on decisions and pivots, not keystrokes.
- Phase 1: [what and why]
- Phase 2: [what and why]
Include GIFs from scry recordings where visual.
## How We Tested It
What verification looked like. Show the test run, the proof-of-work
evidence. Include terminal recording GIF of tests passing.
## Results
Hard numbers. Before/after. What works now.
Screenshots or browser recording GIF if visual.
## What's Next
Honest remaining work. No false completeness.
Tone:
Skill(scribe:slop-detector) on the draftSkill(imbue:proof-of-work) on all claimsWrite the post to the requested location (default: docs/posts/).
Report:
A session that ported a Quake 2 engine from C to Rust:
Title: Rewriting a Quake 2 Engine in Rust with Claude Code
Opening: We took a 150,000-line C game engine and started rewriting it in Rust targeting WebAssembly. In one session we went from an empty workspace to a prototype loading real game data in the browser.
Starting point: A Yamagi Quake II fork compiled with Emscripten. Goal: idiomatic Rust with wasm-bindgen, glow for WebGL2, and matchbox for P2P multiplayer.
The work: Seven parallel agents built subsystems — collision, movement, filesystem, networking, renderer, server, client — while the main session coordinated integration. A Makefile with prerequisite checks automated the full build-to-browser pipeline including game data download.
How we tested: 180 unit tests across 13 crates. BSP loading verified against real Quake 2 demo pak0.pak. Browser diagnostics logged every init step. [Terminal GIF:
make testoutput]Results: 10,950 lines of Rust, 180 tests, real game data loading and flat-shaded BSP rendering in the browser with WASD movement and mouse look.
What's next: Textured rendering, collision debugging, sound, menus, multiplayer.
Every claim is checkable — line counts from wc -l, test counts
from cargo test, file counts from filesystem log output.