game-audio
Skill4 starsChanged 3 months agoMITView on GitHub
Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.
10 other projects use a version of this.
Adopted by
Most recently taken up by
- DECRUX9812/hermes-plugin-gameforgetheir own version, first seen Oct 25, 2026
- sid-lakhani/agents-configtheir own version, first seen Oct 20, 2026
- Bobagi/claude-skillstheir own version, first seen Oct 15, 2026
- OpusGameLabs/game-creatortheir own version, first seen Oct 8, 2026
- xenitV1/Antigravity-Workflowstheir own version, first seen Oct 8, 2026
- wormholeportal/Makonetheir own version, first seen Sep 5, 2026
Other versions10 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 10
- OpusGameLabs/game-creator★ 360same name
- xenitV1/Antigravity-Workflows★ 130same name
- DECRUX9812/hermes-plugin-gameforge★ 44same name
- VoDaiLocz/kilo-kit-mcp★ 28same name
- wormholeportal/Makone★ 27same name
- SKB3002/agenthub★ 4same name
- bcastelino/agent-skills-kit★ 2same name
- mattstruble/skills★ 2same name
- sid-lakhani/agents-config★ 2same name
- Bobagi/claude-skills★ 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 repository47 other files it gives its agents.
- anti-cheatSkill
- blender-add-on-engineerSkill
- blender-animationSkill
- blender-modelingSkill
- blender-toolingSkill
- game-aiSkill
- game-audio-engineerSkill
- game-build-pipelineSkill
- game-designerSkill
- game-designSkill
- game-ideationSkill
- game-monetization-designerSkill
- game-monetizationSkill
- game-performanceSkill
- game-uiSkill
- game-version-controlSkill
- godot-gameplay-scripterSkill
- godot-multiplayer-engineerSkill
- godot-shader-developerSkill
- level-designerSkill
- level-designSkill
- narrative-designerSkill
- narrative-designSkill
- playtest-feedback-analyzerSkill
- playtestingSkill
- production-planningSkill
- roblox-avatar-creatorSkill
- roblox-experience-designerSkill
- roblox-systems-scripterSkill
- tech-artSkill
- technical-artistSkill
- unity-architectSkill
- unity-architectureSkill
- unity-editor-tool-developerSkill
- unity-multiplayer-engineerSkill
- unity-multiplayerSkill
- unity-shader-graph-artistSkill
- unity-shadersSkill
- unity-toolingSkill
- unreal-multiplayer-architectSkill
- unreal-multiplayerSkill
- unreal-systems-engineerSkill
- unreal-systemsSkill
- unreal-tech-artSkill
- unreal-technical-artistSkill
- unreal-world-builderSkill
- unreal-worldsSkill
The file
We split this skill into the rules it gives an agent
9 rules. 0 are common, 9 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
9
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 25
All events have voice limits and steal modes configured
- Distinctive: line 32
Use clear headings and bullet lists where helpful.
- Distinctive: line 33
Call out assumptions and open questions at the end.
- Distinctive: line 38
Prefer concrete, actionable steps over vague advice — the user needs executable output.
- Distinctive: line 39
Ask for missing context only when it blocks a correct answer.
- Distinctive: line 40
Do not invent personal identities, third-party credits, or external source claims.
- Distinctive: line 51
NEVER weaken or skip a failing test to make a change land.
- Distinctive: line 52
NEVER swallow errors silently or leave unhandled rejections in production paths.
- Distinctive: line 53
NEVER introduce a breaking API change without a version bump and migration path.
“Common” is measured: kept by at least 6 in 10 of the 3 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
Game Audio
Core Mission
- Design FMOD/Wwise project structures that scale with content
- Implement adaptive music systems that transition smoothly with gameplay tension
- Build spatial audio rigs for immersive 3D soundscapes
- Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
- Bridge audio design and engine integration
Key Deliverables
- FMOD event naming conventions
- Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
- Audio budget specs by platform
- Spatial audio rig specs (attenuation, occlusion, reverb zones)
Success Metrics
- Zero audio-caused frame hitches on target hardware
- All events have voice limits and steal modes configured
- Music transitions blend cleanly in all tested state changes
- Audio memory within budget at maximum content density
Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Game Audio Engineer workflow; avoid generic filler.
Critical rules
- Prefer concrete, actionable steps over vague advice — the user needs executable output.
- Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
- Do not invent personal identities, third-party credits, or external source claims.
Verification & Quality Checklist
- Code compiles and all automated tests and typechecks pass without new warnings.
- Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- No hardcoded secrets, credentials, or insecure defaults introduced.
- Changes are covered by a test that fails without them.
Anti-Patterns & Constraints
- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.
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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People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
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.

