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scotidevscotidev/GameDevStudio/.agents/skills/team-audio/SKILL.md

team-audio

Skill1 starsChanged 8 months agoMITView on GitHub

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

12 other projects use a version of this, 10 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use asset-spec, create-control-manifest and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • lilangMaxSkill

    asset-spec

    Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

    Also in 9 projects that use this

  • lilangMaxSkill

    create-control-manifest

    After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

    Also in 9 projects that use this

  • +10 more from lilangMax

The file

We split this skill into the rules it gives an agent

9 rules. 6 are common, 0 are distinctive, and 3 are very specific to this project.

  • 6

    Common

    Most of the 10 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Common:

    When this skill is invoked, orchestrate the audio team through a structured pipeline.

    line 9
  2. Very specific:

    Read relevant design docs in design/gdd/ for the feature

    line 20
  3. Very specific:

    Read the sound bible at design/gdd/sound-bible.md if it exists

    line 21
  4. Very specific:

    Read existing audio asset lists in assets/audio/

    line 22
  5. Common:

    Read any existing sound design docs for this area

    line 23
  6. Common:

    Use the Task tool to spawn each team member as a subagent:

    line 27
  7. Common:

    Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

    line 33
  8. Common:

    Create detailed SFX specifications for every audio event

    line 47
  9. Common:

    Write unit tests for audio event triggers

    line 67

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

When this skill is invoked, 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.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).
  2. Gather context:
    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_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).

  1. 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 (sound-designer)

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

Step 3: Technical Implementation (technical-artist)

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

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
  1. Compile the audio design document combining all team outputs.
  2. Save to design/gdd/audio-[feature].md.
  3. Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.

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