game-audio-director

game-audio-director is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 127 tokens per session (6,838 once invoked), scanned A, original, MIT.

A game-audio guide for planning sound effects, music, dialogue, audio tools, and the overall sound identity of a game. It also covers how audio can change with gameplay and location.

In plain words
What is it for?
Use it to plan sound design, music direction, adaptive or spatial audio, SFX, dialogue, audio middleware, and a sound bible.
Why use it?
It helps keep sound emotionally appropriate and makes important gameplay cues audible in busy scenes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; names the AskUserQuestion tool; mentions Claude Code.

Good fit Use it to plan sound design, music direction, adaptive or spatial audio, SFX, dialogue, audio middleware, and a sound bible.

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Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-audio-director
Install

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.

Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-audio-director
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code.

Wrote 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.

agentmods badge for game-audio-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-audio-director/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-audio-director)
Your own site
<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.

agentmods 80×15 button for game-audio-director

Your own site · 80×15
<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>
Per session 127 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,838 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 9d ago against content hash 30e3881df4da, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

skills/agents/game-audio-director/SKILL.md · 337 lines

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

Read the full file on GitHub · 337 lines

Changes

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.

  1. 9d ago First seen · 337 lines · 127 tokens per session scan A 30e3881df4da

Subscribe to this mod's changes

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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