team-audio

Orchestrate a game audio pipeline with phase gates and delegated outputs.

Updated Apr 4, 2026
One-click install
npx skills add https://github.com/WindXRan/y3td --skill team-audio-windxran
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/WindXRan/y3td/tree/main/.claude/skills/team-audio
Command: npx skills add https://github.com/WindXRan/y3td --skill team-audio-windxran

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the problem of coordinating a complete, consistent audio pipeline when you need audio direction, detailed sound design, accessibility requirements, and engine/gameplay implementation to all line up.

Core Features & Use Cases

  • Team-orchestrated audio production: Drives an audio-director → sound-designer (+ accessibility specialist) → technical-artist → gameplay-programmer workflow to produce a unified audio design output for a specific feature/area.
  • Review-mode guardrails: Supports --review full|lean|solo and reads a persisted review mode from production/review-mode.txt to control how many director/lead gates are enforced.
  • Decision-gated collaboration: Uses user approvals at phase transitions so you can select proposals and unblock progress before implementation.

Quick Start

Invoke the skill with the target feature or area, for example: /team-audio combat.

Frequently Asked Questions about team-audio

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

FAQPage Schema
How do I coordinate game audio direction, sound design, and gameplay implementation?

Coordinate game audio direction and implementation by orchestrating an audio-director to gameplay-programmer workflow, producing a unified audio design document with implementation-ready tasks for music, ambience, UI, and gameplay events.

How do I generate an audio design document for a specific game feature?

Generate an audio design document by invoking the skill with a target feature or area, gathering context from design docs, and writing delegated outputs to design/audio/audio-[feature].md after passing sequential phase gates.

Can I control how many director approval gates are enforced during audio production?

You can control director approval gates by using review-mode guardrails, setting `--review full|lean|solo` flags, or reading a persisted configuration from production/review-mode.txt to adjust the workflow.

Does this audio pipeline workflow include accessibility requirements and middleware integration?

The audio pipeline workflow includes accessibility requirements and middleware integration, aligning them with audio direction and gameplay trigger implementation to ensure a coherent audio design output.

What is the best way to ensure audio events align with gameplay triggers across a team?

Align audio events with gameplay triggers by using decision-gated collaboration with user approvals at phase transitions, allowing you to select proposals and unblock progress before technical implementation.

When do I need a sequential phase gating workflow for game audio design?

You need sequential phase gating when a complete audio team must deliver a coherent audio design, requiring user approvals to transition between audio direction, sound design, technical art, and programming phases.