team-audio
Skill8 starsChanged 7 months agoMITView on GitHub
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
We split this skill into the rules it gives an agent
19 rules. 8 are common, 6 are distinctive, and 5 are very specific to this project.
8
Common
Most of the 10 edited versions we read keep these.
6
Distinctive
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 9
If no argument is provided, output usage guidance and exit without spawning any agents:
- Common: line 12
When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
- Very specific: line 23
Read relevant design docs in design/gdd/ for the feature
- Very specific: line 24
Read the sound bible at design/gdd/sound-bible.md if it exists
- Very specific: line 25
Read existing audio asset lists in assets/audio/
- Common: line 26
Read any existing sound design docs for this area
- Common: line 30
Use the Task tool to spawn each team member as a subagent:
- Common: line 37
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Common: line 51
Create detailed SFX specifications for every audio event
- Common: line 60
Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
- Distinctive: line 78
If no engine is configured, skip the specialist spawn.
- Common: line 86
Write unit tests for audio event triggers
- Common: line 97
If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
- Distinctive: line 103
All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task.
- Very specific: line 110
Use /dev-story to implement the audio manager and event system once the design is approved.
- Very specific: line 111
Run /asset-audit after audio assets are created to verify naming and format compliance.
- Distinctive: line 115
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Distinctive: line 118
Assess dependencies: Check whether the blocked agent's output is required by subsequent phases.
- Distinctive: line 122
Stop here and resolve the blocker first
“Common” is measured: kept by at least 6 in 10 of the 10 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
If no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
/team-audio [feature or area]— specify the feature or area to design audio for (e.g.,combat,main menu,forest biome,boss encounter). Do not useAskUserQuestionhere; output the guidance directly.
When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
- Read the argument for the target feature or area (e.g.,
combat,main menu,forest biome,boss encounter). - Gather context:
- Read relevant design docs in
design/gdd/for the feature - Read the sound bible at
design/gdd/sound-bible.mdif it exists - Read existing audio asset lists in
assets/audio/ - Read any existing sound design docs for this area
- Read relevant design docs in
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: audio-director— Sonic identity, emotional tone, audio palettesubagent_type: sound-designer— SFX specifications, audio events, mixing groupssubagent_type: technical-artist— Audio middleware, bus structure, memory budgetssubagent_type: [primary engine specialist]— Validate audio integration patterns for the enginesubagent_type: gameplay-programmer— Audio manager, gameplay triggers, adaptive music
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Orchestrate the audio team in sequence:
Step 1: Audio Direction (audio-director)
Spawn the audio-director agent to:
- Define the sonic identity for this feature/area
- Specify the emotional tone and audio palette
- Set music direction (adaptive layers, stems, transitions)
- Define audio priorities and mix targets
- Establish any adaptive audio rules (combat intensity, exploration, tension)
Step 2: Sound Design and Audio Accessibility (parallel)
Spawn the sound-designer agent to:
- Create detailed SFX specifications for every audio event
- Define sound categories (ambient, UI, gameplay, music, dialogue)
- Specify per-sound parameters (volume range, pitch variation, attenuation)
- Plan audio event list with trigger conditions
- Define mixing groups and ducking rules
Spawn the accessibility-specialist agent in parallel to:
- Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
- Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
- Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
- Output: audio accessibility requirements list integrated into the audio event spec
Step 3: Technical Implementation (parallel)
Spawn the technical-artist agent to:
- Design the audio middleware integration (Wwise/FMOD/native)
- Define audio bus structure and routing
- Specify memory budgets for audio assets per platform
- Plan streaming vs preloaded asset strategy
- Design any audio-reactive visual effects
Spawn the primary engine specialist in parallel (from .claude/docs/technical-preferences.md Engine Specialists) to validate the integration approach:
- Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
- Any engine-specific audio node/component patterns that should be used?
- Known audio system changes in the pinned engine version that affect the integration plan?
- Output: engine audio integration notes to merge with the technical-artist's plan
If no engine is configured, skip the specialist spawn.
Step 4: Code Integration (gameplay-programmer)
Spawn the gameplay-programmer agent to:
- Implement audio manager system or review existing
- Wire up audio events to gameplay triggers
- Implement adaptive music system (if specified)
- Set up audio occlusion/reverb zones
- Write unit tests for audio event triggers
- Compile the audio design document combining all team outputs.
- Save to
design/gdd/audio-[feature].md. - Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.
Verdict: COMPLETE — audio design document produced and team pipeline finished.
If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
Verdict: BLOCKED — [reason]
File Write Protocol
All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
Next Steps
- Review the audio design doc with the audio-director before implementation begins.
- Use
/dev-storyto implement the audio manager and event system once the design is approved. - Run
/asset-auditafter audio assets are created to verify naming and format compliance.
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decisionfirst - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
Other versions12 projects use a version of this.
Word for word · 1
- dawn840705/claude-code-studios★ 1100% same
Edited · 10
- Donchitos/Claude-Code-Game-Studios★ 27k28% same
- pixel-cellar/Claude-Code-Game-Studios★ 32410% same
- striderZA/OpenCodeGameStudios★ 9397% same
- CoralGame/Claude-Code-Game-Studios★ 1994% same
- dawn840705/codex-code-studios★ 1794% same
- hongyuanc/codex-game-studios★ 549% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 187% same
- scotidev/GameDevStudio★ 194% same
- Swih/godot-foundry★ 190% same
- venus2099/codex-game-studios★ 128% same
Wrote their own version · 1
- ShiningPlague/shiningplague-studio★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository76 other files it gives its agents.
- CCGS Skill Testing Framework/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- design/CLAUDE.mdCLAUDE.md
- docs/CLAUDE.mdCLAUDE.md
- src/CLAUDE.mdCLAUDE.md
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- estimateSkill
- gate-checkSkill
- helpSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- setup-engineSkill
- skill-improveSkill
- skill-testSkill
- smoke-checkSkill
- soak-testSkill
- sprint-planSkill
- sprint-statusSkill
- startSkill
- story-doneSkill
- The first 60 shown.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

