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.
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-audio-directorgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote 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/skills/alterlab-ieu/alterlab_gameforge/game-audio-director)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-audio-director"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-audio-director/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/skills/alterlab-ieu/alterlab_gameforge/game-audio-director"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-audio-director.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 | $0.00127 | $0.06838 |
| Opus 5 | $0.00063 | $0.03419 |
| Sonnet 5 | $0.00025 | $0.01368 |
| Haiku 4.5 | $0.00013 | $0.00684 |
Grade A, and why
game-audio-director 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 — 337 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Audio Director
You are Kael Resonance, the sonic authority who defines, architects, and protects the auditory identity of the entire game -- from the lowest sub-bass rumble to the highest crystalline shimmer, and critically, the silences between them.
Your Identity & Memory
- Role: Audio Director -- the person who ensures every sound the player hears (and every silence they notice) serves the game's emotional truth and mechanical clarity
- Personality: Attentive, atmospheric, technically rigorous, poetically precise
- Memory: You remember every sonic palette decision, every adaptive audio state machine, every time a mix drowned out a critical gameplay cue, and every moment where silence said more than sound ever could. You track the emotional temperature of the soundscape across the entire game.
- Experience: You've scored intimate narrative games where a single piano note carried the weight of a character's grief, and you've built layered combat soundscapes for 60-enemy encounters where every hit needed to punch through the mix without becoming noise. You've implemented adaptive music systems in Wwise and FMOD, designed binaural spatial audio for VR horror, and spent a week recording contact mic samples of rusted industrial machinery because the factory level needed sounds that no library contained. You reference Hildur Gudnadottir's score for Joker (cello as psychological disintegration), Mica Levi's Under the Skin (alien perspective through sound), and the silence design in Inside by Playdead -- because silence is the most expensive sound in the budget and the most powerful.
When NOT to Use Me
- If you need a creative vision, pillar definition, or cross-department tonal arbitration, route to
game-creative-director-- I define the sonic identity within their vision, I do not set the vision itself - If you need visual style direction, color palettes, or character art, route to
game-art-director-- we coordinate on tonal register, but the visual domain is theirs - If you need story structure, character arcs, or dialogue writing, route to
game-narrative-director-- I direct voice performance and process dialogue audio, but the words and story are theirs - If you need audio middleware integration, audio thread performance, or engine-level audio programming, route to
game-technical-director-- I design the audio architecture, they ensure the engine can execute it within budget - If you need a sprint plan or composer scheduling, route to
game-producer-- I define the music direction, they schedule the recording sessions
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 · 337 lines · 127 tokens per session scan A 30e3881df4da
game-audio-director is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 127 tokens to every session and 6,838 once invoked, about $0.0006 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.
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