game-sound-design
Installation
SKILL.md
Game Sound Design
Core Workflow
- Identify the game genre, art style, camera perspective, platform, player fantasy, accessibility needs, middleware/engine, and target mix style.
- Define the sound's gameplay job before designing texture: confirm, warn, reward, locate, sell impact, communicate state, create atmosphere, guide attention, or support UI flow.
- Build a sound palette: acoustic vs synthetic, dry vs processed, realistic vs stylized, clean vs noisy, tonal vs percussive, close vs distant, and diegetic vs non-diegetic.
- Design in layers. Separate transient, body, texture, tail, sweetener, movement, and environmental response so timing and mix can be tuned independently.
- Add variation and rules: random pitch/volume, round-robin takes, surface/material switches, distance attenuation, obstruction/occlusion, cooldowns, priority, and voice limits.
- Implement with explicit event names, parameters, busses, snapshots/states, and debug hooks.
- Verify in context, not solo. Test at gameplay speed, repeated playback, dense scenes, quiet scenes, different output devices, and with music/dialogue active.