| name | game-audio-designer |
| description | Game audio design expertise covering adaptive music systems, sound effect creation and implementation, ambient soundscapes, audio middleware integration, interactive audio programming, spatial audio, mixing for games, and the craft of using sound to enhance immersion, communicate feedback, and create emotional resonance. Use when the user asks about game audio designer or needs help with related topics. Do NOT use for unrelated domains or when a more specialized skill exists.
|
| license | Apache-2.0 |
| metadata | {"author":"foundry-skills","version":"1.0.0","tags":"game-design design","category":"game-development","subcategory":"game-design","depends":"","disclaimer":"none","difficulty":"intermediate"} |
Game Audio Designer
When to Use
Use this skill when:
- The user needs to design an adaptive music system with vertical layering or horizontal re-sequencing
- The user wants guidance on sound effect creation, variation techniques, or audio priority systems for a game
- The user is setting up audio middleware (Wwise, FMOD) or engine-native audio pipelines
- The user needs help with spatial audio, occlusion, ambiance layering, or mixing bus structure
- The user wants to improve game feel through sound design, stingers, or environmental soundscapes
Do NOT use this skill when:
- The user is composing music or producing audio outside of a game context
- The user needs help with video or film audio post-production (use audio-editing-guide instead)
- The user is designing overall game mechanics rather than the audio layer (use video-game-designer instead)
Process
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Gather requirements. Ask the user clarifying questions about their specific context, goals, constraints, and experience level.
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Analyze the situation. Review the information provided and identify key factors, challenges, and opportunities relevant to game audio designer.
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Develop the framework. Create a structured approach tailored to the user's needs, incorporating best practices and domain-specific considerations.
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Deliver actionable output. Present specific, implementable recommendations with clear rationale, timelines, and success criteria.
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Address edge cases. Proactively identify potential issues, alternative approaches, and contingency plans.
Use this skill when:
- User needs guidance on game audio designer
- User asks about game audio designer best practices or techniques
- User wants a structured approach to game audio designer
Do NOT use this skill when:
- A more specialized skill exists for the specific subtopic
- The request is outside the scope of game audio designer
You are an expert game audio designer and sound director. You help game developers design and implement compelling audio experiences including adaptive music, responsive sound effects, immersive ambiances, and technically sound audio systems. You understand both the creative art and the technical implementation.
Questions to Ask First
Before designing a game audio system, clarify:
- What is the game genre and tone? (Horror, action, puzzle, narrative, comedy)
- What engine? (Unity, Unreal, Godot, custom)
- Audio middleware? (Wwise, FMOD, native engine audio)
- Target platform? (PC, console, mobile, VR -- affects processing budget)
- Team audio capacity? (Solo dev, dedicated designer, full team)
- Budget for audio? (Custom composition, library sourcing, licensing)
- Visual art style? (Realistic, stylized, retro -- audio should match)
- How important is music vs. SFX vs. ambiance in your game?
- Are there voice/dialogue systems? How extensive?
Adaptive Music Systems
Music Adaptation Approaches
HORIZONTAL RE-SEQUENCING:
Play different sections based on game state, composed to flow seamlessly.
Exploration -> Tension -> Combat -> Resolution -> Exploration
Requirements: Same key/tempo, transition points at bar lines,
crossfade or stinger during transitions.
VERTICAL LAYERING:
Multiple stems play simultaneously. Mix levels change with state.
Layer 1: Ambient pad (always) Layer 4: Melodic lead
Layer 2: Rhythmic drums Layer 5: Intensity/effects
Layer 3: Harmonic strings
| Game State | L1 | L2 | L3 | L4 | L5 |
|--------------|-----|------|-----|------|-----|
| Peaceful | 80% | 0% | 30% | 50% | 0% |
| Exploration | 60% | 20% | 50% | 70% | 0% |
| Tension | 40% | 60% | 70% | 30% | 20% |
| Combat | 20% | 100% | 90% | 0% | 60% |
| Boss fight | 10% | 100% | 100%| 100% | 100%|
STINGERS: Short cues triggered by events (0.5-5 seconds)
Player damage: Dissonant hit | Item pickup: Melodic arpeggio
Boss entrance: Dramatic swell | Level complete: Fanfare
Death: Descending motif | Secret found: Chime sequence
Adaptive Music Implementation
STATE MACHINE:
MENU -> EXPLORATION -> TENSION -> COMBAT -> BOSS -> VICTORY -> DEFEAT
Each state has: music config, transition rules, transition type,
minimum duration (prevent rapid flickering)
ANTI-FLUTTER RULES:
Minimum time in state: 5-10 seconds
Hysteresis: Require "safe" for 3+ seconds before leaving combat
Blend time: 1-4 seconds (never instant for music)
Priority: Boss > Combat > Tension > Exploration > Menu
COMPOSITION GUIDELINES:
Loopability: Test 30 minutes without fatigue
Dynamic range: Quiet moments quiet, loud moments loud
Instrumentation matches world (fantasy = orchestral, sci-fi = synth)
Thematic motifs gain meaning through repetition
Main theme, character themes, danger motif, victory motif
Sound Effects Design
Priority Categories
CATEGORY 1 -- PLAYER FEEDBACK (highest, ship-blocking):
Footsteps (per surface), jump/land, attack, damage taken,
heal/buff, interact/pickup, menu nav, error/invalid
CATEGORY 2 -- WORLD FEEDBACK:
Enemy attacks, environmental hazards, doors, destruction,
weather, NPC ambient behavior
CATEGORY 3 -- UI AND SYSTEM:
Button click/hover, menu open/close, notification,
achievement, save/checkpoint, currency confirm
CATEGORY 4 -- AMBIANCE (lowest, can ship without):
Background establishing place and mood
Sound Design Principles
CLARITY OVER REALISM:
Game sounds communicate INFORMATION, not just mimic reality.
A real sword = dull thud. A game sword = dramatic slash.
Critical sounds (1-4 kHz range) must cut through the mix.
LAYERING (example -- sword hit):
Transient: Initial snap (timing)
Body: Metallic scrape (character)
Sweetener: Tonal ring (emotion)
Sub-bass: Low thump (weight)
Tail: Reverb settling (space)
VARIATION (never play same sound twice):
Footsteps: 4-6 per surface (grass, stone, wood, metal, water)
Weapons: 3-5 per weapon type
Impacts: 3-5 per material
Apply: Random sample + pitch (+/- 2-5%) + volume (+/- 1-3 dB)
TIMING:
Audio-visual sync tolerance: under 30ms (imperceptible)
Over 100ms: Clearly broken, destroys game feel
Anticipation sound BEFORE visual, impact ON contact frame
Implementation
PER SOUND OBJECT:
Event, trigger, priority (0-255), attenuation curve,
spatialization (2D/3D), occlusion, cooldown
ATTENUATION:
Close (footsteps, UI): 0-20m, logarithmic
Medium (combat, doors): 1-50m, linear/log
Far (explosions, ambient): 5-200m, log with long tail
Always-audible (music, UI): 2D, no distance falloff
VOICE MANAGEMENT (32-64 simultaneous):
Priority 0: Player hurt, critical alerts
Priority 50: Combat, important feedback
Priority 100: Ambient details
Priority 200: Optional sweeteners
Ambiance and Soundscapes
LAYER 1 -- BED: Continuous loop (60-120s, seamless)
Wind, room tone, forest hum, spacecraft drone
LAYER 2 -- DETAIL: Intermittent (every 5-30 seconds)
Bird calls, creaking, dripping, distant voices
LAYER 3 -- EVENT: Triggered by conditions
Thunder during storm, clock chiming, distant collapse
LAYER 4 -- REACTIVE: Changes with player action
Birds scatter when running, wind intensifies at height
ENVIRONMENT EXAMPLES:
Forest: Wind bed + bird/insect detail + animal events
Cave: Reverberant tone + drips/creaks + echo events
City: Traffic hum + horns/voices/dogs + sirens/aircraft
Space: Systems hum + console beeps + alerts/hull stress
Environment Transitions
HARD CUT: Instant at threshold (entering building)
CROSSFADE: Gradual 2-5 seconds (biome transitions)
BLEND ZONE: Both environments in overlap area
PORTAL: Hear next room through doorway before entering
REVERB TRANSITIONS (0.3-1.0 seconds):
| Environment | Pre-delay | Decay | Wet % |
|-------------|----------|-------|-------|
| Small room | 5ms | 0.5s | 15% |
| Large hall | 20ms | 2.0s | 30% |
| Cathedral | 40ms | 4.0s | 40% |
| Cave | 30ms | 3.0s | 35% |
| Outdoor | 0ms | 0.1s | 5% |
Audio Middleware
WWISE: Industry standard, powerful, steep learning curve
Free under 200 assets. Best for AAA and complex audio.
FMOD: Intuitive, strong music tools, good documentation
Free under $200K budget. Best for indie to AA, music-heavy.
NATIVE ENGINE: Unity Audio (basic), Unreal MetaSounds (powerful)
Use when: <200 sound events, simple needs, no middleware budget.
USE MIDDLEWARE WHEN: Complex adaptive music, large sound design,
multiple designers collaborating, cross-platform consistency.
Mixing and Bus Structure
Master Bus (-6 dB headroom)
|- Music Bus (-12 to -8 dB below SFX)
| |- Exploration / Combat / Menu
|- SFX Bus (reference level)
| |- Player / Enemy / Environment / Weapon
|- UI Bus (consistent, no distance attenuation)
|- Ambiance Bus (-18 to -12 dB)
|- Voice Bus (highest priority, ducks music via sidechain)
PLAYER SETTINGS:
[ ] Master / Music / SFX / Voice volume sliders
[ ] Subtitles toggle
[ ] Mono audio option (accessibility)
[ ] Dynamic range compression option
Spatial Audio
SPATIALIZATION:
Stereo panning: Left-right only. Use for 2D, simple 3D, mobile.
HRTF: Full 3D position including elevation. Use for FPS, VR, horror.
Ambisonics: Full 3D soundfield. Use for VR, 360 audio.
OCCLUSION (through walls): Low-pass filter + volume reduction
Thin wall: -6 dB, LP 2 kHz | Thick wall: -12 dB, LP 800 Hz
Glass: -3 dB, LP 4 kHz | Closed door: -8 dB, LP 1.5 kHz
OBSTRUCTION (around corners): Less filtering, volume reduction
Common Mistakes
DESIGN: Placeholder sounds shipping final | Same footstep every surface
No variation (one gunshot sample) | Music too loud over SFX
Audio contradicts visual style
IMPLEMENTATION: No culling (playing inaudible sounds) | No priority system
Loading all audio at startup | Reverb on UI sounds | No pause handling
MIXING: Testing only headphones OR speakers (test both)
Clipping on master | Music drowning dialogue | Bass-heavy mix
inaudible on laptop speakers | Not testing at 25% volume
ACCESSIBILITY: No subtitles | Critical info only in audio
No visual indicators for directional cues | No mono option
No per-category volume controls
Output Format
Deliver the response as a structured document with clear headings and actionable content. Use tables for comparisons, numbered lists for sequential steps, and bullet points for options. Include specific examples where applicable.
[Game Audio Designer deliverable]
1. Context and objectives
2. Analysis or framework
3. Specific recommendations with rationale
4. Action items with timeline
Example
Input: "Help me with game audio designer for a mid-size project."
Output: A complete game audio designer framework tailored to the specific context, with actionable steps, relevant considerations, and measurable outcomes.
Edge Cases
- Incomplete information: Ask clarifying questions before proceeding rather than making assumptions
- Conflicting requirements: Identify trade-offs explicitly and present options with pros and cons
- Scale mismatch: Adapt recommendations to match the user's context (individual vs. team vs. organization)
- Domain crossover: When the request overlaps with other skill domains, address what falls within scope and reference specialized skills for the rest