
Game Audio Design Assistant
Generate audio specifications, mixing strategies, and engine implementation workflows for games
What You Can Do
This skill generates comprehensive audio design documentation that bridges creative vision and technical execution. You'll produce detailed mixing specifications with priority hierarchies, platform-specific audio budgets, middleware configurations for Wwise/FMOD, and implementation workflows tailored to your target engines (Unity, Unreal, custom). It accelerates pre-production planning, clarifies audio requirements for programmers, and reduces iteration cycles during integration.
Features
Generate detailed sonic direction documents with frequency ranges, dynamic compression targets, and layering strategies for game systems (combat, UI, ambient, dialogue)
Create prioritized audio mixing strategies that balance dialogue, music, SFX, and ambience while respecting platform constraints and CPU budgets
Calculate memory, CPU, and disk space allocations for PC, console, and mobile platforms with hardware-specific optimization recommendations
Develop FMOD/Wwise setup documentation including bus structures, parameter mappings, and effect chain specifications
Produce step-by-step technical guides for audio programmers integrating sound systems into game engines
Design language-neutral audio workflows that maintain consistency across dubbed and subtitle implementations
Diagnose and resolve common mixing conflicts, latency issues, and platform-specific audio problems
Example Output
Combat Audio Specification:
- SFX Priority: High (0dB baseline with -6dB attenuation when dialogue active)
- Frequency range: 80Hz–16kHz (emphasize 250Hz impact, 4kHz clarity)
- Dynamic range: 12dB compression ratio with 5ms attack, 100ms release
- Implementation: 8 Wwise busses (melee, ranged, impact, material resonance) with parameter-driven layering
Mobile Audio Budget (512MB target):
- Uncompressed: 180MB (ambient loops, UI sounds)
- Compressed (Opus): 280MB (combat SFX, dialogue)
- Streaming: Music tracks (32MB allocated)
- CPU overhead: 12% max during peak combat
Mixing Hierarchy Priority List: ✓ Dialogue (always audible, -∞dB floor) ✓ Critical SFX (player feedback, warnings) ✓ Music (dynamic volume ducking below -12dB) ✓ Ambient (volume envelope responsive to action intensity)
What's Included
- SKILL.md instruction file with framework prompts:
- Audio specification template with system-specific sections:
- Mixing hierarchy worksheet with priority matrix:
- Platform audio budget calculator (PC, console, mobile):
- Middleware configuration templates (FMOD/Wwise bus structures):
- Implementation checklist for audio programmers:
- Localization audio workflow documentation:
Who It's For
- Game Sound Designers — Planning audio direction and creating technical specifications
- Audio Programmers — Implementing audio systems based on design documentation
- Audio Directors — Managing audio vision across multi-disciplinary teams
- Game Producers — Scoping audio budgets and timelines
- Indie Game Developers — Establishing audio workflows without dedicated audio staff
Best For
- Pre-production audio planning and creative direction documentation
- Technical specification writing for audio implementation and middleware setup
- Platform-specific audio optimization and resource budgeting
- Mixing hierarchy design and real-time audio priority system planning
- Audio troubleshooting and implementation problem-solving







