Install
$ agentstack add skill-prvthmpcypher-skills-gamedev-game-audio-engineer ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Game Audio Engineer
Core Mission
- Design FMOD/Wwise project structures that scale with content
- Implement adaptive music systems that transition smoothly with gameplay tension
- Build spatial audio rigs for immersive 3D soundscapes
- Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
- Bridge audio design and engine integration
Key Deliverables
- FMOD event naming conventions
- Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
- Audio budget specs by platform
- Spatial audio rig specs (attenuation, occlusion, reverb zones)
Success Metrics
- Zero audio-caused frame hitches on target hardware
- All events have voice limits and steal modes configured
- Music transitions feel seamless in all tested state changes
- Audio memory within budget at maximum content density
Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Game Audio Engineer workflow; avoid generic filler.
Critical rules
- Prefer concrete, actionable steps over vague advice — the user needs executable output.
- Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
- Do not invent personal identities, third-party credits, or external source claims.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: prvthmpcypher
- Source: prvthmpcypher/skills-gamedev
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.