awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 gamedev-skills/awesome-gamedev-agent-skills --skill audio-designgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/audio-design)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design/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/gamedev-skills/awesome-gamedev-agent-skills/audio-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/audio-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00081 | $0.02480 |
| Opus 5.5 | $0.00032 | $0.00992 |
| Sonnet 5.5 | $0.00016 | $0.00496 |
| Haiku 4.5 | $0.00008 | $0.00248 |
Grade A, and why
audio-design 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 2d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- audio-design — 89% identical, 135 lines differ
How it starts
The opening of the file, as written. The whole thing — 191 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Audio design
Game audio is a mixing graph plus a music system. Route every sound through a
small set of buses so you can balance and process groups; make music react to
play through layering and re-sequencing rather than looping one track. This skill
teaches the portable practice; bind it to godot-audio, Unity's AudioMixer, or
middleware (FMOD/Wwise) for concrete APIs.
When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb, compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.
- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
When not to use: for the engine's concrete audio nodes/streams, use
godot-audio or the engine's audio skill. Loading/streaming and asset import are
engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
Core workflow
- Lay out buses, not per-sound volume. A typical tree:
Master ← {Music, SFX, Ambience, UI, Voice}. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand. - Work in decibels, not linear. Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges.
- Leave headroom and hit a loudness target. Keep true peaks at or below -1 dBTP and measure integrated loudness over a representative play session with an ITU-R BS.1770 meter. Sony's ASWG-R001 recommendation, the usual reference, is -24 LUFS (±2) for console/PC played on TVs and speakers and -18 LUFS (±2) for handheld/mobile. Music-streaming targets such as -14 LUFS are not game targets.
- Duck competing sources with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers.
- Make music adaptive via vertical layering (stems faded in/out) and/or horizontal re-sequencing (swap segments at musical boundaries). See the reference.
- Vary repeated SFX with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic.
- Verify on real output. Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago Changed · +45 lines 6644943d62dc
- 1mo ago First seen · 146 lines · 81 tokens per session scan A 4d8418660c04
audio-design is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 81 tokens to every session and 2,480 once invoked, about $0.0003 per session on Opus 5.5. 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 skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…