team-audio

Orchestrate a game audio pipeline with phase gates and delegated outputs.

Updated Apr 4, 2026
One-click install
npx skills add https://github.com/WindXRan/y3td --skill team-audio-windxran
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/WindXRan/y3td/tree/main/.claude/skills/team-audio
Command: npx skills add https://github.com/WindXRan/y3td --skill team-audio-windxran

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the problem of coordinating a complete, consistent audio pipeline when you need audio direction, detailed sound design, accessibility requirements, and engine/gameplay implementation to all line up.

Core Features & Use Cases

  • Team-orchestrated audio production: Drives an audio-director → sound-designer (+ accessibility specialist) → technical-artist → gameplay-programmer workflow to produce a unified audio design output for a specific feature/area.
  • Review-mode guardrails: Supports --review full|lean|solo and reads a persisted review mode from production/review-mode.txt to control how many director/lead gates are enforced.
  • Decision-gated collaboration: Uses user approvals at phase transitions so you can select proposals and unblock progress before implementation.

Quick Start

Invoke the skill with the target feature or area, for example: /team-audio combat.

Frequently Asked Questions about team-audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I coordinate game audio direction, sound design, and gameplay implementation?▼

Coordinate game audio direction and implementation by orchestrating an audio-director to gameplay-programmer workflow, producing a unified audio design document with implementation-ready tasks for music, ambience, UI, and gameplay events.

How do I generate an audio design document for a specific game feature?▼

Generate an audio design document by invoking the skill with a target feature or area, gathering context from design docs, and writing delegated outputs to design/audio/audio-[feature].md after passing sequential phase gates.

Can I control how many director approval gates are enforced during audio production?▼

You can control director approval gates by using review-mode guardrails, setting `--review full|lean|solo` flags, or reading a persisted configuration from production/review-mode.txt to adjust the workflow.

Does this audio pipeline workflow include accessibility requirements and middleware integration?▼

The audio pipeline workflow includes accessibility requirements and middleware integration, aligning them with audio direction and gameplay trigger implementation to ensure a coherent audio design output.

What is the best way to ensure audio events align with gameplay triggers across a team?▼

Align audio events with gameplay triggers by using decision-gated collaboration with user approvals at phase transitions, allowing you to select proposals and unblock progress before technical implementation.

When do I need a sequential phase gating workflow for game audio design?▼

You need sequential phase gating when a complete audio team must deliver a coherent audio design, requiring user approvals to transition between audio direction, sound design, technical art, and programming phases.