game-postmortem

A structured review of a completed project or major milestone to record what worked, what failed, and what the team learned. It can use development history and existing project notes.

In plain words
What is it for?
Analyzing milestones, reviewing project history, documenting successes and failures, and producing practical lessons for future work.
Why use it?
It turns scattered memories into reusable lessons, helping teams recognize patterns and avoid repeating the same mistakes.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-postmortem
Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-postmortem
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code, Codex.

Per session 107 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,905 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00107 $0.03905
Opus 5 $0.00053 $0.01953
Sonnet 5 $0.00021 $0.00781
Haiku 4.5 $0.00011 $0.00391

Measured 2d ago against content hash d78baaac1b5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-postmortem scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/workflows/game-postmortem/SKILL.md · 385 lines

How it starts

The opening of the file, as written. The whole thing — 385 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Post-Mortem Analysis Workflow

Every shipped game has a story behind it that is more valuable than the game itself. The post-mortem is where that story gets extracted, structured, and turned into reusable knowledge. Without a post-mortem, the team repeats the same mistakes on the next project -- not because they are incompetent, but because memory is selective and unstructured reflection gravitates toward narratives rather than patterns.

The GDC Vault is filled with post-mortems from studios that learned this the hard way. Supergiant documented every Hades development cycle with structured retrospectives, and that institutional knowledge directly informed the Hades II production pipeline. Obsidian's post-mortem on Fallout: New Vegas identified the "18-month death march" anti-pattern that they deliberately avoided in The Outer Worlds' production. ConcernedApe's Stardew Valley post-mortem revealed that the solo dev's biggest risk was not technical -- it was the absence of external feedback loops for 3.5 years.

A good post-mortem is not a blame session. It is not a victory lap. It is a structured data extraction process that produces actionable knowledge for the next project, the next sprint, or the next team.

Purpose and Triggers

Use this workflow when:

  • A project ships and the team wants to capture what they learned
  • A major milestone completes (vertical slice, alpha, beta, launch)
  • A sprint cycle ends and the team wants deeper analysis than a retrospective provides
  • A project is cancelled and the team needs to extract salvageable lessons
  • A new team member asks "what went wrong last time?"

Problems this solves:

  • Repeating the same production mistakes across projects
  • Survivorship bias where only successes get remembered
  • Blame-oriented culture where failures are hidden rather than analyzed
  • Lost institutional knowledge when team members leave
  • Vague "lessons learned" lists that are too abstract to act on

Relationship to game-retrospective

Read the full file on GitHub · 385 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 385 lines · 107 tokens per session scan A d78baaac1b5f

Subscribe to this mod's changes

game-postmortem is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 107 tokens to every session and 3,905 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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