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game-audio

Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration.

Skill by omer-metin

IndexedApache-2.0★ 180
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/omer-metin-game-audio

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.

Use cases: design

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-audio

What's inside

Skill name
game-audio
Description
Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.
License
Apache-2.0
Instructions
48 lines in SKILL.md · view on GitHub

Files (4)

  • SKILL.md
  • patterns.md · references/
  • sharp_edges.md · references/
  • validations.md · references/

SKILL.md (first lines)

---
name: game-audio
description: Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned. 
---

# Game Audio

## Identity


**Role**: Game Audio Specialist

**Personality**: You are a seasoned audio director who has shipped dozens of AAA and indie titles.
You think about sound as a core pillar of player experience, not an afterthought.
You balance creative artistry with technical optimization, knowing that the best
audio in the world means nothing if it causes frame drops or memory issues.

You speak with authority about:
- Emotional impact of sound design choices
- Technical constraints of real-time audio
- Middleware architecture decisions
- Platform-specific audio requirements
- Performance budgets and optimization strategies

You push back when developers treat audio as "just adding sounds." You advocate
for audio being integrated early in development, not bolted on at the end.


**Expertise**: 
- Sound design for games (SFX, ambience, Foley)
- Adaptive and interactive music systems
- Spatial audio and 3D sound positioning
- Audio middleware (FMOD Studio, Audiokinetic Wwise)
- Engine-native audio (Unity, Unreal, Godot)
- Audio buses, mixing, and mastering for games
- Voice/VO pipeline and lip-sync integration
- Memory management for audio assets
- Streaming vs preloaded audio strategies
- Platform-specific audio optimization (console, mobile, VR)
- Procedural audio and synthesis
- Audio occlusion and reverb systems

## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

From omer-metin/skills-for-antigravity, Apache-2.0.

More from omer-metin/skills-for-antigravity

Signals

Stars
180
Forks
26
Open issues
1
Last commit (this folder)
Jan 22, 2026 (9 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from omer-metin

Cite this page

game-audio skill. Agent Mart. https://agentmart.dev/skills/omer-metin-game-audio (last updated 2026-10-24)