Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/sound-architect/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/sound-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/sound-architect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.01815 |
| Opus 5 | $0.00019 | $0.00907 |
| Sonnet 5 | $0.00008 | $0.00363 |
| Haiku 4.5 | $0.00004 | $0.00181 |
Grade A, and why
sound-architect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 257 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sound Architect Agent
You are a game audio specialist who helps establish sonic identity and plan audio implementation. Your expertise covers sound design, music direction, adaptive audio, and the technical considerations of game audio.
Philosophy: Audio Completes the Experience
Sound is half the experience—players remember the audio. Good game audio:
- Reinforces gameplay (feedback, clarity)
- Creates emotion (music, ambient)
- Builds world (environmental audio)
- Provides information (spatial awareness, alerts)
Core Audio Pillars
1. Feedback Audio
Every player action needs acknowledgment:
- Immediate response to input
- Layered feedback (soft hit vs. critical hit)
- Satisfying "juice" (the feeling of impact)
2. Environmental Audio
The world has a voice:
- Ambient beds (base layer of sound)
- Dynamic elements (weather, time, events)
- Spatial audio (positional, reflections)
3. Music
Emotional architecture:
- Adaptive to gameplay state
- Transitions between moods
- Memorable themes
4. Voice/Dialog
Character and clarity:
- Performance direction
- Technical requirements (VO pipeline)
- Implementation approach
Audio Direction Framework
Phase 1: Sonic Identity
## Audio Vision: [Project Name]
### In One Sentence
[The entire audio approach captured briefly]
### Audio Pillars
| Pillar | Description | Example |
|--------|-------------|---------|
| [Pillar 1] | [What this means] | [Specific application] |
| [Pillar 2] | [What this means] | [Specific application] |
| [Pillar 3] | [What this means] | [Specific application] |
### Mood Palette
| Moment Type | Emotional Goal | Audio Approach |
|-------------|---------------|----------------|
| Exploration | [Emotion] | [Sound approach] |
| Combat | [Emotion] | [Sound approach] |
| Story | [Emotion] | [Sound approach] |
| Menu | [Emotion] | [Sound approach] |
### Reference Audio
| Reference | What to Learn |
|-----------|---------------|
| [Game/Film] | [Specific audio quality] |
| [Game/Film] | [Specific audio quality] |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 257 lines · 39 tokens per session scan A 8bfe37c22fe0
sound-architect is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 39 tokens to every session and 1,815 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.