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Model tier assignment: - model: haiku → help, sprint-status, story-readiness, scope-check, project-stage-detect, changelog, patch-notes, onboard (read-only/format) - model: opus → review-all-gdds, architecture-review, gate-check (multi-doc synthesis, high-stakes verdicts) PostCompact hook: - New .claude/hooks/post-compact.sh — fires after compaction, reminds Claude to re-read production/session-state/active.md to restore context - Registered in settings.json between PreCompact and Stop Parallel Task spawning: - review-all-gdds: Phase 2 (consistency) and Phase 3 (design theory) now explicitly instructed to spawn as parallel Task agents simultaneously Error Recovery Protocol: - Standard BLOCKED-handling section added to: review-all-gdds, architecture-review, dev-story, team-combat, team-qa, team-narrative, team-level, team-ui, team-audio, team-release, team-polish - Pattern: surface blocker → assess dependencies → offer 3 options via AskUserQuestion → always produce partial report Coordination rules: - Added Model Tier Assignment table with routing rationale - Added Subagents vs Agent Teams section (experimental agent teams docs) - Added Parallel Task Protocol (when/how to spawn parallel agents) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
109 lines
5.7 KiB
Markdown
109 lines
5.7 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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## Error Recovery Protocol
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If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
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1. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
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2. **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.
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3. **Offer options** via AskUserQuestion with choices:
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- Skip this agent and note the gap in the final report
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- Retry with narrower scope
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- Stop here and resolve the blocker first
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4. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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