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 jeremylongworth-source/AgentSkills --skill game-music-soundtrack-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-music-soundtrack-design)<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.
<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>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 | $0.00091 | $0.00938 |
| Opus 5 | $0.00046 | $0.00469 |
| Sonnet 5 | $0.00018 | $0.00188 |
| Haiku 4.5 | $0.00009 | $0.00094 |
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.
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
- 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.
- 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.
- Establish a sonic identity: instrumentation, harmony, rhythm, tempo range, texture, production style, cultural references, motif rules, and forbidden cliches.
- Decide the adaptive model before composing final assets: loops, stems, layers, states, switches, transitions, stingers, one-shots, procedural generation, or playlist logic.
- Compose and export in implementation-ready pieces: clean loop points, stems aligned to bar/beat, transition tails, intensity layers, stingers, alternate endings, and metadata.
- Integrate with game parameters such as biome, threat, combat phase, player health, stealth, time of day, boss state, narrative beat, or fail/retry loop.
- 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.
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.
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 · 66 lines · 91 tokens per session scan A 1bf1c1f9c5d3
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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