You shipped the game. Or maybe you cancelled it. Either way, the team is exhausted, some people have already moved on to new projects, and someone in leadership is asking for a post-mortem document by end of next week. You open a blank Google Doc and stare at it. You’re not sure if you’re supposed to write a celebration, a confession, or something in between. Here’s what I tell people in that moment: a post-mortem is none of those things. It’s a diagnostic tool. And most studios run it wrong, which is why the same mistakes show up project after project.
Why Most Post-Mortems Fail Before They Start
The typical studio post-mortem looks like this: a two-hour all-hands meeting where people say polite things, a producer writes up “What Went Well / What Went Wrong” in a shared doc, and that doc gets filed somewhere it will never be read again. Participation is shallow because people don’t feel safe being honest. Insights are vague (“communication could have been better”). Nothing changes.
The real problem is treating the post-mortem as a single event instead of a process. By the time you hold that meeting, you’ve already lost most of the useful data. The specifics have faded. People are in a different emotional headspace. The post-mortem has to start during production, not after it.
Build the Foundation During the Project
The most effective post-mortems I’ve run were built on data collected throughout development. Sprint retrospectives, milestone reviews, incident logs, informal Slack messages flagging recurring pain points. When the project ends, you’re not trying to reconstruct what happened from memory. You have receipts.
Here’s what to put in place from day one:
- A living “friction log”: a shared document where anyone on the team can anonymously note blockers, miscommunications, or broken processes in real time. Notion or Confluence work well for this.
- Milestone health snapshots: at the end of each milestone, record scope delivered vs. scope planned, team morale (a simple 1-5 rating is enough), and one thing that slowed the team down.
- Incident documentation: when something goes visibly wrong (a dependency breaks, a vendor misses a deadline, a design decision causes a week of rework), write it down within 48 hours while the context is fresh.
When the project ends, you have a longitudinal picture instead of everyone’s selective memory.
Running the Post-Mortem Session Itself
How I would learn game dev (If I could start over) · Andrzej Gieralt Creative on YouTube
The session structure matters more than most producers realize. Psychological safety isn’t a soft nice-to-have. It’s the actual prerequisite for useful data. Here’s what actually works:
- Pre-work (3-5 days before the meeting): send a structured survey using Google Forms or Typeform. Ask people to identify two specific things that went well, two things that slowed them down, and one change they’d make if they could restart the project. Anonymous responses only.
- Synthesize before the room meets: the producer or PM reviews all responses, clusters themes, and builds a discussion agenda around the patterns. You’re not reading every comment aloud. You’re identifying the five most important conversations to have.
- The session (90 minutes max): open by acknowledging the team’s work without excessive ceremony. Spend about 60 minutes on the top friction areas. Keep it specific. “Builds broke three times during the final sprint because our CI pipeline wasn’t maintained” is useful. “QA felt rushed” is not.
- Close with a prioritized action list: pick three concrete changes for the next project. Not ten. Three. Assign an owner and a deadline to each one.
What to Actually Measure
You might be wondering what separates a useful post-mortem from an elaborate way to kill an afternoon. The answer is specificity:
| Vague Insight | Actionable Insight |
|---|---|
| “Scope creep was a problem” | “We added 14 unplanned features after alpha; only 3 made the final build” |
| “Communication broke down” | “Art and engineering had no shared milestone owner from weeks 8-12” |
| “Crunch was unavoidable” | “We hit crunch because vertical slice was approved 3 weeks late, compressing all downstream schedules” |
| “Testing felt rushed” | “QA had 6 days for a feature set that needed 3 weeks; flagged at week 10, not acted on” |
Specificity is what makes the insight usable for the next project. Vague findings disappear into the void. Specific ones actually change behavior.
Turning the Post-Mortem Into Institutional Memory
Sources
- collected throughout development
- using Google Forms or Typeform
- disappear into the void
This is where almost every studio drops the ball. The document gets written, it’s good, and then it sits. The producer who ran the project leaves six months later and the institutional knowledge walks out with them.
A few things that actually help: keep post-mortem documents in a centralized, searchable location like Confluence or Notion with consistent tagging. Before any new project kicks off, require the production team to review the post-mortems from the two most recent comparable projects. And in your next project’s risk register, explicitly reference post-mortem findings. If you identified that your QA pipeline was undersized last time, that’s a risk you’re now tracking from day one.
For further reading on building sustainable production processes, I’d recommend Jason Schreier’s Blood, Sweat, and Pixels as a grounding read on what shipping actually costs, and Clinton Keith’s Agile Game Development for the operational framework. For project management tooling, Jira and Shortcut (formerly Clubhouse) are both used widely in mid-sized studios, and tools like Linear are gaining traction for smaller teams that want less overhead.
Ryan Cole





