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game-audio

Game audio principles. Sound design, music integration, adaptive audio systems.

38

Quality

36%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./skills/game-development/game-audio/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

36%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

This skill reads as a game audio design reference guide rather than an actionable skill for Claude. While the tables are well-organized and the information is accurate, the content lacks concrete implementation guidance — no code, no specific tool commands, no step-by-step workflows. It tells Claude about audio concepts Claude likely already understands rather than teaching it how to make specific decisions or produce specific outputs in a development context.

Suggestions

Add concrete, executable examples — e.g., code snippets for implementing an audio state machine, FMOD/Wwise integration patterns, or audio middleware configuration files that Claude could actually produce.

Define a clear workflow: what does Claude actually DO when asked about game audio? Is it writing audio system code, creating audio design documents, configuring middleware? Add step-by-step processes with validation.

Remove conceptual explanations Claude already knows (basic audio terminology, what crossfading is, what 3D positioning means) and focus on project-specific decisions and implementation patterns.

Add example inputs and outputs — e.g., 'Given a game design document describing X, produce an audio design spec in this format: [template].'

DimensionReasoningScore

Conciseness

The content is mostly efficient with well-structured tables, but includes some unnecessary explanatory content Claude would already know (e.g., basic audio concepts like what 3D positioning is, what crossfading means). The closing quote about '50% of the game experience is audio' is filler. Several tables contain obvious information (e.g., 'Music - No - Mood, non-diegetic' for 3D positioning).

3 / 5

Actionability

The skill is almost entirely descriptive reference tables and conceptual overviews rather than actionable guidance. There are no code examples, no executable commands, no concrete implementation patterns, and no specific tool usage. It reads as a knowledge reference rather than instructions Claude can act on — it describes 'what' but rarely 'how to do it.'

2 / 5

Workflow Clarity

There is no clear multi-step workflow or process to follow. The music state system diagram hints at a workflow but lacks concrete steps for implementation. There are no validation checkpoints, no sequenced actions, and no feedback loops. The content is organized as reference material rather than a procedural guide.

2 / 5

Progressive Disclosure

The content is well-organized with clear section headers and numbered sections, making navigation easy. However, with no bundle files, there's no progressive disclosure to external references. Some sections (like platform considerations and format selection) could be split into separate reference files to keep the main skill leaner. The structure is reasonable for a standalone file but could benefit from splitting.

3 / 5

Total

10

/

20

Passed

Description

36%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

This description is too terse and abstract, reading more like a topic list than a functional skill description. It lacks concrete actions (verbs), has no 'Use when...' guidance, and its sub-domain labels are too broad to reliably distinguish it from related skills in a large skill library.

Suggestions

Add a 'Use when...' clause with concrete trigger phrases, e.g., 'Use when the user asks about game audio, sound effects, adaptive music, audio middleware like Wwise or FMOD, or implementing audio in a game engine.'

Replace the abstract category labels with specific actions, e.g., 'Designs sound effects for game events, implements adaptive music systems that respond to gameplay, integrates audio engines and middleware, manages audio mixing and spatialization.'

Include common synonyms and related terms users might naturally say, such as 'SFX', 'game music', 'dynamic audio', '3D audio', 'audio scripting', or specific tool names.

DimensionReasoningScore

Specificity

Names the domain (game audio) and lists broad categories (sound design, music integration, adaptive audio systems) but these are sub-domains rather than concrete actions. No specific verbs or actionable capabilities are described.

2 / 5

Completeness

Provides a vague 'what' (game audio principles across three sub-areas) but completely lacks any 'when' clause or trigger guidance. The absence of a 'Use when...' clause caps this at 3 per guidelines, and the 'what' is itself quite vague, bringing it to 2.

2 / 5

Trigger Term Quality

Includes some relevant keywords like 'sound design', 'music integration', and 'adaptive audio systems' that users might mention, but misses common variations like 'game music', 'SFX', 'audio middleware', 'Wwise', 'FMOD', 'dynamic soundtrack', or 'audio implementation'.

3 / 5

Distinctiveness Conflict Risk

The 'game audio' framing provides some distinction from general audio or music skills, but 'sound design' and 'music integration' are broad enough to overlap with non-game audio skills or general game development skills.

3 / 5

Total

10

/

20

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

10

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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