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
- striderZA/OpenCodeGameStudiosedited, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- venus2099/codex-game-studiosedited, first seen Oct 17, 2026
- ShiningPlague/shiningplague-studiotheir own version, first seen Oct 11, 2026
- Swih/godot-foundryedited, first seen Oct 11, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
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.
lilangMaxSkillasset-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
lilangMaxSkillcreate-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
Other versions12 projects use a version of this.
Word for word · 1
- CoralGame/Claude-Code-Game-Studios★ 19100% same
Edited · 10
- Donchitos/Claude-Code-Game-Studios★ 27k14% same
- pixel-cellar/Claude-Code-Game-Studios★ 32410% same
- striderZA/OpenCodeGameStudios★ 11844% same
- dawn840705/codex-code-studios★ 1742% same
- lilangMax/ClaudeCodeGameStudios★ 845% same
- hongyuanc/codex-game-studios★ 516% same
- dawn840705/claude-code-studios★ 145% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 138% same
- Swih/godot-foundry★ 196% same
- venus2099/codex-game-studios★ 114% 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 repository37 other files it gives its agents.
- AGENTS.mdAGENTS.md
- architecture-decisionSkill
- asset-auditSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- changelogSkill
- code-reviewSkill
- design-reviewSkill
- design-systemSkill
- estimateSkill
- gate-checkSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- prototypeSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- scope-checkSkill
- setup-engineSkill
- sprint-planSkill
- startSkill
- team-combatSkill
- team-levelSkill
- team-narrativeSkill
- team-polishSkill
- team-releaseSkill
- team-uiSkill
- tech-debtSkill
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
- Common: line 9
When this skill is invoked, orchestrate the audio team through a structured pipeline.
- Very specific: line 20
Read relevant design docs in design/gdd/ for the feature
- Very specific: line 21
Read the sound bible at design/gdd/sound-bible.md if it exists
- Very specific: line 22
Read existing audio asset lists in assets/audio/
- Common: line 23
Read any existing sound design docs for this area
- Common: line 27
Use the Task tool to spawn each team member as a subagent:
- Common: line 33
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Common: line 47
Create detailed SFX specifications for every audio event
- Common: line 67
Write unit tests for audio event triggers
“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
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.
- 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: 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 (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
- 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.
Does it work?
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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.

