game-music-soundtrack-design

game-music-soundtrack-design is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 91 tokens per session (938 once invoked), scanned A, original, MIT.

A guide to composing and integrating music for games, including looping tracks, layered music, transitions, and adaptive scores.

In plain words
What is it for?
Use it to plan musical themes, create implementation-ready tracks and stems, connect music to game states, and review it in play.
Why use it?
It helps music support gameplay and emotion without becoming repetitive or clashing with other sounds.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan musical themes, create implementation-ready tracks and stems, connect music to game states, and review it in play.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-music-soundtrack-design
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 jeremylongworth-source/AgentSkills --skill game-music-soundtrack-design
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

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-music-soundtrack-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-music-soundtrack-design/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-music-soundtrack-design)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-music-soundtrack-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-music-soundtrack-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.

agentmods 80×15 button for game-music-soundtrack-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-music-soundtrack-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-music-soundtrack-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 938 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 $0.00091 $0.00938
Opus 5 $0.00046 $0.00469
Sonnet 5 $0.00018 $0.00188
Haiku 4.5 $0.00009 $0.00094

Measured 9d ago against content hash 1bf1c1f9c5d3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-music-soundtrack-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 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/game-music-soundtrack-design/SKILL.md · 66 lines

How it starts

The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Music Soundtrack Design

Core Workflow

  1. Identify the game genre, tone, player fantasy, world, emotional arc, platform, loop length, implementation tool, and whether the score is linear, adaptive, procedural, or hybrid.
  2. Define the music's design job: orient the player, sustain flow, signal danger, reward progress, express character, shape pacing, support combat, mask repetition, or create memory.
  3. Establish a sonic identity: instrumentation, harmony, rhythm, tempo range, texture, production style, cultural references, motif rules, and forbidden cliches.
  4. Decide the adaptive model before composing final assets: loops, stems, layers, states, switches, transitions, stingers, one-shots, procedural generation, or playlist logic.
  5. Compose and export in implementation-ready pieces: clean loop points, stems aligned to bar/beat, transition tails, intensity layers, stingers, alternate endings, and metadata.
  6. Integrate with game parameters such as biome, threat, combat phase, player health, stealth, time of day, boss state, narrative beat, or fail/retry loop.
  7. Review in gameplay over time. Check fatigue, repetition, emotional mismatch, transition timing, mix clashes, memory, and whether silence would be stronger.

Creative Priorities

  • Motifs: use short, recognizable musical ideas for characters, factions, places, mechanics, or emotional promises.
  • Arrangement: make intensity changes through orchestration, rhythm density, register, harmony, percussion, texture, and silence rather than only volume.
  • Interactivity: compose for clean transitions, re-entry points, fail states, pausing, menu returns, victory/defeat, and player-controlled pacing.
  • Identity: choose a score language that belongs to the game's world and mechanics, not only its genre label.
  • Fatigue control: provide enough variation, rests, and contextual restraint for repeated play.
  • Diegesis: decide whether music comes from the world, the interface, the player's emotional state, or cinematic scoring.

Read the full file on GitHub · 66 lines

Files

What ships with it

2 files 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.

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 · 66 lines · 91 tokens per session scan A 1bf1c1f9c5d3

Subscribe to this mod's changes

game-music-soundtrack-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 10d ago), licensed MIT. It adds 91 tokens to every session and 938 once invoked, about $0.0005 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 2026-09-03.

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