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- Add new /team-live-ops skill for post-launch content planning orchestration - Expand setup-engine, code-review, create-epics-stories, prototype with additional context - Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents - Update architecture-decision and architecture-review with dependency ordering improvements - Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile - Populate technical-preferences.md with structured configuration sections Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
91 lines
4.7 KiB
Markdown
91 lines
4.7 KiB
Markdown
---
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name: team-audio
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description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
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argument-hint: "[feature or area to design audio for]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
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---
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When this skill is invoked, orchestrate the audio team through a structured pipeline.
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**Decision Points:** At each step transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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The user must approve before moving to the next step.
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1. **Read the argument** for the target feature or area (e.g., `combat`,
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`main menu`, `forest biome`, `boss encounter`).
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2. **Gather context**:
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- Read relevant design docs in `design/gdd/` for the feature
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- Read the sound bible at `design/gdd/sound-bible.md` if it exists
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- Read existing audio asset lists in `assets/audio/`
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- Read any existing sound design docs for this area
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## How to Delegate
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Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
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- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
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- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
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- `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine
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- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
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Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
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3. **Orchestrate the audio team** in sequence:
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### Step 1: Audio Direction (audio-director)
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Spawn the `audio-director` agent to:
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- Define the sonic identity for this feature/area
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- Specify the emotional tone and audio palette
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- Set music direction (adaptive layers, stems, transitions)
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- Define audio priorities and mix targets
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- Establish any adaptive audio rules (combat intensity, exploration, tension)
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### Step 2: Sound Design and Audio Accessibility (parallel)
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Spawn the `sound-designer` agent to:
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- Create detailed SFX specifications for every audio event
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- Define sound categories (ambient, UI, gameplay, music, dialogue)
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- Specify per-sound parameters (volume range, pitch variation, attenuation)
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- Plan audio event list with trigger conditions
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- Define mixing groups and ducking rules
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Spawn the `accessibility-specialist` agent in parallel to:
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- Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
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- Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
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- Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
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- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
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- Output: audio accessibility requirements list integrated into the audio event spec
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### Step 3: Technical Implementation (parallel)
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Spawn the `technical-artist` agent to:
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- Design the audio middleware integration (Wwise/FMOD/native)
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- Define audio bus structure and routing
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- Specify memory budgets for audio assets per platform
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- Plan streaming vs preloaded asset strategy
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- Design any audio-reactive visual effects
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Spawn the **primary engine specialist** in parallel (from `.claude/docs/technical-preferences.md` Engine Specialists) to validate the integration approach:
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- 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)
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- Any engine-specific audio node/component patterns that should be used?
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- Known audio system changes in the pinned engine version that affect the integration plan?
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- Output: engine audio integration notes to merge with the technical-artist's plan
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If no engine is configured, skip the specialist spawn.
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### Step 4: Code Integration (gameplay-programmer)
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Spawn the `gameplay-programmer` agent to:
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- Implement audio manager system or review existing
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- Wire up audio events to gameplay triggers
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- Implement adaptive music system (if specified)
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- Set up audio occlusion/reverb zones
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- Write unit tests for audio event triggers
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4. **Compile the audio design document** combining all team outputs.
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5. **Save to** `design/gdd/audio-[feature].md`.
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6. **Output a summary** with: audio event count, estimated asset count,
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implementation tasks, and any open questions between team members.
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