team-audio

Generate a complete audio design document for a game feature.

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill team-audio-francisvarga
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/team-audio
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill team-audio-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

team-audio turns a vague feature or area brief into a coordinated, production-ready audio pipeline plan that covers direction, sound design, technical integration, and gameplay wiring.

Core Features & Use Cases

  • Audio team orchestration: Runs an audio-director → sound-designer (plus accessibility checks) → technical-artist → engine specialist (if configured) → gameplay-programmer sequence with staged approvals.
  • Review mode control: Supports --review full|lean|solo plus an optional production/review-mode.txt override to choose how many director/lead gates to include.
  • Deliverable planning and writing: Compiles outputs into a single audio design document saved as design/audio/audio-[feature].md, then summarizes event counts, asset estimates, tasks, and open questions.
  • Use case: You want audio for “combat” and need consistent sonic identity, SFX event specs, middleware/bus structure, and the gameplay triggers that will fire adaptive music and contextual audio.

Quick Start

Invoke /team-audio combat to generate and compile a complete audio design document for the combat feature.

Frequently Asked Questions about team-audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a complete game audio design plan for a specific feature?

To create a game audio design plan, you need a structured pipeline covering audio direction, SFX event specifications, middleware bus plans, and gameplay integration triggers. This orchestration pipeline compiles those specifications into a single consolidated design document.

What is adaptive music orchestration in game audio development?

Adaptive music orchestration coordinates dynamic audio layers that respond to gameplay interactions. It requires defining contextual audio triggers, middleware integration points, and bus routing to ensure interactive sonic identity across different game states.

Can I customize the audio production review process for solo developers?

Yes, you can customize the audio production review process using review modes like full, lean, or solo. These modes control how many director and lead approval gates are included, allowing solo developers to bypass team checkpoints.

Does game audio planning include accessibility requirements for sound design?

Yes, game audio planning includes accessibility requirements as a dedicated stage in the production pipeline. It runs accessibility checks alongside sound design and technical art phases to ensure audio features meet accessibility standards.

What is the best way to document SFX event specifications and middleware bus plans?

The best way to document SFX event specifications and middleware bus plans is to compile them into a consolidated audio design document saved as a markdown file. This document should summarize event counts, asset estimates, and gameplay triggers.

How to integrate gameplay triggers with contextual audio and middleware?

To integrate gameplay triggers with contextual audio and middleware, define the technical artist and engine specialist wiring within your audio pipeline. This ensures gameplay interactions correctly fire adaptive music and SFX events through the configured buses.