Postmortems worth reading
What a game postmortem is, the classic "what went right, what went wrong" format, how to read one as an artist or designer, and an annotated list of written and GDC postmortems, from Deus Ex and Thief to Spider-Man and Destiny, plus art-focused talks.
A postmortem is a developer's own account of a finished project: what they set out to do, what worked, what failed and what they would change. Game Developer describes the classic pieces as developers writing about "what went right (and wrong)" during development, many first "published in the pages of the much-loved Game Developer Magazine" (Game Developer: 10 seminal game postmortems every developer…).
For artists and designers, postmortems describe another studio's production decisions and the reasons behind what appears in the screenshots.
#The standard structure
The magazine format was strict enough that a piece could be praised for stepping "outside of the established postmortem format" (Game Developer: 10 seminal game postmortems every developer…). Warren Spector's Deus Ex postmortem (2000) shows the classic shape (Game Developer: Postmortem: Ion Storm's Deus Ex):
- Introduction and a short description of the game.
- What Went Right: five numbered points (for Deus Ex: a clear vision, preproduction, design as a process, scheduling around prototype missions, licensed technology).
- What Went Wrong: five numbered points (team structure, unrealistic goals, unaddressed risks, the prototype-mission decision, publicity).
- What I'm Not Sure About: open design questions, such as whether to let players name their character.
- The Bottom Line, plus a Game Data sidebar with team size, development time and tools.
GDC postmortem talks follow the same logic in spoken form, usually with more pictures and numbers.
#How to read one as an artist or designer
- Read the "wrong" list first. It contains most of the transferable lessons. Spector's advice on proto-missions applies to any blockout: "Get this mission working as early as possible, so you can see all the things you thought would work that didn't" (Game Developer: Postmortem: Ion Storm's Deus Ex).
- Look for pipeline decisions. Tools, kits, texture strategies and team ratios matter more to your daily work than the story of crunch.
- Check the game data. Team size and schedule tell you what scale a lesson applies to.
- Remember who is writing. A postmortem is written by the team, after release. Treat it as an honest but partial account, and compare it with interviews and talks from other team members.
- Play or watch the game alongside. Find the level or asset being discussed and look at it with the lesson in mind.
#Classic written postmortems
| Game | Author, outlet | Why read it |
|---|---|---|
| Deus Ex | Warren Spector, Game Developer, 2000 (Game Developer) | Vision, preproduction and prototype missions; Spector's "rules of role-playing" include "Tunnels that go direct from Point A to Point B are bad" . Recommended for level designers. |
| Thief: The Dark Project | Tom Leonard, Looking Glass Studios, Game Developer (Game Developer) | The chief programmer on what worked and what didn't while trying to create "a totally different first-person gaming experience" (Game Developer). Good on systems that shape level design (light, sound, AI). |
| Octodad: Dadliest Catch | Phil Tibitoski, Game Developer, 2015 (Game Developer) | A small indie team's multi-part postmortem; Part 1 introduces separate production, design and tech parts . Read the production and tech parts. |
| Among Us | Innersloth blog, 2018 (innersloth.com) | Not a classic postmortem but a data review of over 15,000 games, which found "the vast majority of games are played locally with friends" . A short lesson in letting data correct assumptions. |
Game Developer's own list of ten "seminal" postmortems adds System Shock 2, Diablo II, Baldur's Gate II, Myth, Unreal Tournament, Age of Empires II, Rainbow Six and Black & White (Game Developer: 10 seminal game postmortems every developer…). The Baldur's Gate II piece covers environment design among other topics (Game Developer: 10 seminal game postmortems every developer…).
#GDC postmortem talks
| Talk | Speaker, year | Why watch it |
|---|---|---|
| 'Into the Breach' Design Postmortem | Matthew Davis, Subset Games, GDC 2019 (GDC Vault) | Design iteration on a small tactics game that took "four long years" after FTL . |
| The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns' | François Alliot, Nerial, GDC 2017 (GDC Vault) | How one swipe-based core system was stretched into a full strategy game . |
| 'Marvel's Spider-Man': A Technical Postmortem | Elan Ruskin, Insomniac, GDC 2019 (GDC Vault) | The technology behind "Insomniac's biggest game to date" ; useful context for open-world art budgets. |
| Engine Postmortem of inFAMOUS: Second Son | Adrian Bentley, Sucker Punch, GDC 2014 (GDC Vault) | An urban open-world engine at the start of a console generation . |
| Lessons from the Core Engine Architecture of Destiny | Chris Butcher, Bungie, GDC 2015 (GDC Vault) | Building an engine meant to last "just as long as the Halo engine had" . Advanced; for technically minded artists. |
The technical talks are programming sessions. You do not need to follow every detail; listen for the constraints (streaming, memory, frame time) that shaped what artists could build.
#Art and level design postmortems
These talks are not always titled "postmortem", but each looks back at how a shipped game's art or levels were made.
- The Ultimate Trim: Texturing Techniques of Sunset Overdrive (Morten Olsen, Insomniac, GDC 2015): the bevelled trim sheet technique behind an open world (GDC Vault: The Ultimate Trim: Texturing Techniques of…). See trim sheets. Intermediate.
- Skyrim's Modular Approach to Level Design (Joel Burgess, GDC 2013): how two kit artists supported eight level designers (Game Developer: Skyrim's Modular Approach to Level Design). See modular kits. Intermediate.
- Texturing Uncharted 4: a matter of Substance (Sebastien Deguy, Rogelio Olguin and Bradford Smith, GDC 2016): Naughty Dog's material pipeline (GDC Vault: Texturing Uncharted 4: a matter of Substance). See ways to texture an environment.
- The Material Art of The Last of Us (Substance Days at GDC 2023, Adobe Substance 3D channel) (YouTube: The Material Art of The Last of Us |…). See procedural materials.
- Environment Design as Spatial Cinematography (Miriam Bellard, Rockstar North, GDC 2019) (GDC Vault: Environment Design as Spatial Cinematography…). See composition.
- What Happened Here? Environmental Storytelling (Harvey Smith and Matthias Worch, GDC 2010) (GDC Vault: What Happened Here? Environmental Storytelling). See environmental storytelling.
#Further reading and watching
References
- · 10 seminal game postmortems every developer should read · Game Developer, 2015 · article · accessed 2026-10-21
- · Postmortem: Ion Storm's Deus Ex · Game Developer, 2000 · article · accessed 2026-10-21
- · Postmortem: Thief: The Dark Project · Game Developer · article · accessed 2026-10-21
- · Octodad: Dadliest Catch Post-Mortem Pt. 1: Summary · Game Developer, 2015 · article · accessed 2026-10-21
- · The Data Among Us · innersloth.com, 2018 · article · accessed 2026-10-21
- · 'Into the Breach' Design Postmortem · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
- · The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns' · GDC Vault (GDC 2017, Independent Games Summit), 2017 · talk · accessed 2026-10-21
- · 'Marvel's Spider-Man': A Technical Postmortem · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
- · Engine Postmortem of inFAMOUS: Second Son · GDC Vault (GDC 2014), 2014 · talk · accessed 2026-10-21
- · Lessons from the Core Engine Architecture of Destiny · GDC Vault (GDC 2015), 2015 · talk · accessed 2026-10-21
- · The Ultimate Trim: Texturing Techniques of Sunset Overdrive · GDC Vault, 2015 · talk · accessed 2026-10-21
- · Skyrim's Modular Approach to Level Design · Game Developer (from GDC 2013 Level Design in a Day), 2013 · article · accessed 2026-10-21
- · Texturing Uncharted 4: a matter of Substance · GDC Vault, 2016 · talk · accessed 2026-10-21
- · The Material Art of The Last of Us | Substance Days at GDC 2023 · YouTube, 2023 · video · accessed 2026-10-21
- · Environment Design as Spatial Cinematography: Theory and Practice · GDC Vault, 2019 · talk · accessed 2026-10-21
- · What Happened Here? Environmental Storytelling · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21
Pages that link here
- Essential talks and videos Reference
- Game art breakdowns: a curated library Reference
- Books Reference
Last updated 2026-10-22