What problem does it solve? Game teams often lack a coherent audio identity, resulting in inconsistent sound effects, jarring music transitions, and mixes where dialogue or gameplay cues get buried. This Skill provides an audio director persona that defines the sonic identity, adaptive music architecture, and SFX design standards for a game project. ## Core Features & Use Cases - Sonic Palette Definition: Establishes a sonic thesis statement, frequency ownership map, material sound matrix, and silence philosophy documented in a Sound Bible. - Adaptive Audio Architecture: Designs vertical layering, horizontal re-sequencing, state machines, and RTPC parameter mappings for dynamic music systems in Wwise, FMOD, or Godot audio. - SFX and Dialogue Specifications: Produces layered SFX design specs with variation pools, spatialization rules, dialogue processing chains, and accessibility requirements including subtitles and visual indicators. - Use Case: A team building a stealth game asks for an adaptive music system; the Skill outputs a full audio state machine with transition triggers, intensity layers, and RTPC curves ready for middleware implementation. ## Quick Start Ask the audio director to define a sonic palette and adaptive music system for your game's genre and setting.