tribunal-kit 2.4.6 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.agent/agents/accessibility-reviewer.md +220 -134
- package/.agent/agents/ai-code-reviewer.md +233 -129
- package/.agent/agents/backend-specialist.md +238 -178
- package/.agent/agents/code-archaeologist.md +181 -119
- package/.agent/agents/database-architect.md +207 -164
- package/.agent/agents/debugger.md +218 -151
- package/.agent/agents/dependency-reviewer.md +136 -55
- package/.agent/agents/devops-engineer.md +238 -175
- package/.agent/agents/documentation-writer.md +221 -137
- package/.agent/agents/explorer-agent.md +180 -142
- package/.agent/agents/frontend-reviewer.md +194 -80
- package/.agent/agents/frontend-specialist.md +237 -188
- package/.agent/agents/game-developer.md +52 -184
- package/.agent/agents/logic-reviewer.md +149 -78
- package/.agent/agents/mobile-developer.md +223 -152
- package/.agent/agents/mobile-reviewer.md +195 -79
- package/.agent/agents/orchestrator.md +211 -170
- package/.agent/agents/penetration-tester.md +174 -131
- package/.agent/agents/performance-optimizer.md +203 -139
- package/.agent/agents/performance-reviewer.md +211 -108
- package/.agent/agents/product-manager.md +162 -108
- package/.agent/agents/project-planner.md +162 -142
- package/.agent/agents/qa-automation-engineer.md +242 -138
- package/.agent/agents/security-auditor.md +194 -170
- package/.agent/agents/seo-specialist.md +213 -132
- package/.agent/agents/sql-reviewer.md +194 -73
- package/.agent/agents/supervisor-agent.md +203 -156
- package/.agent/agents/test-coverage-reviewer.md +193 -81
- package/.agent/agents/type-safety-reviewer.md +208 -65
- package/.agent/scripts/__pycache__/auto_preview.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/bundle_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/checklist.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/dependency_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/session_manager.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/skill_integrator.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/swarm_dispatcher.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/verify_all.cpython-311.pyc +0 -0
- package/.agent/skills/agent-organizer/SKILL.md +126 -132
- package/.agent/skills/ai-prompt-injection-defense/SKILL.md +155 -66
- package/.agent/skills/api-patterns/SKILL.md +289 -257
- package/.agent/skills/api-security-auditor/SKILL.md +172 -70
- package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +1 -1
- package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +1 -1
- package/.agent/skills/appflow-wireframe/SKILL.md +107 -100
- package/.agent/skills/architecture/SKILL.md +331 -200
- package/.agent/skills/authentication-best-practices/SKILL.md +168 -67
- package/.agent/skills/bash-linux/SKILL.md +154 -215
- package/.agent/skills/brainstorming/SKILL.md +104 -210
- package/.agent/skills/building-native-ui/SKILL.md +169 -70
- package/.agent/skills/clean-code/SKILL.md +360 -206
- package/.agent/skills/config-validator/SKILL.md +141 -165
- package/.agent/skills/csharp-developer/SKILL.md +528 -107
- package/.agent/skills/database-design/SKILL.md +455 -275
- package/.agent/skills/deployment-procedures/SKILL.md +145 -188
- package/.agent/skills/devops-engineer/SKILL.md +332 -134
- package/.agent/skills/devops-incident-responder/SKILL.md +113 -98
- package/.agent/skills/edge-computing/SKILL.md +157 -213
- package/.agent/skills/extract-design-system/SKILL.md +129 -69
- package/.agent/skills/framer-motion-expert/SKILL.md +939 -0
- package/.agent/skills/game-design-expert/SKILL.md +105 -0
- package/.agent/skills/game-engineering-expert/SKILL.md +122 -0
- package/.agent/skills/geo-fundamentals/SKILL.md +124 -215
- package/.agent/skills/github-operations/SKILL.md +314 -354
- package/.agent/skills/gsap-expert/SKILL.md +901 -0
- package/.agent/skills/i18n-localization/SKILL.md +138 -216
- package/.agent/skills/intelligent-routing/SKILL.md +127 -139
- package/.agent/skills/llm-engineering/SKILL.md +357 -258
- package/.agent/skills/local-first/SKILL.md +154 -203
- package/.agent/skills/mcp-builder/SKILL.md +118 -224
- package/.agent/skills/nextjs-react-expert/SKILL.md +783 -203
- package/.agent/skills/nodejs-best-practices/SKILL.md +559 -280
- package/.agent/skills/observability/SKILL.md +330 -285
- package/.agent/skills/parallel-agents/SKILL.md +122 -181
- package/.agent/skills/performance-profiling/SKILL.md +254 -197
- package/.agent/skills/plan-writing/SKILL.md +118 -188
- package/.agent/skills/platform-engineer/SKILL.md +123 -135
- package/.agent/skills/playwright-best-practices/SKILL.md +157 -76
- package/.agent/skills/powershell-windows/SKILL.md +146 -230
- package/.agent/skills/python-pro/SKILL.md +879 -114
- package/.agent/skills/react-specialist/SKILL.md +931 -108
- package/.agent/skills/realtime-patterns/SKILL.md +304 -296
- package/.agent/skills/rust-pro/SKILL.md +701 -240
- package/.agent/skills/seo-fundamentals/SKILL.md +154 -181
- package/.agent/skills/server-management/SKILL.md +190 -212
- package/.agent/skills/shadcn-ui-expert/SKILL.md +201 -68
- package/.agent/skills/sql-pro/SKILL.md +633 -104
- package/.agent/skills/swiftui-expert/SKILL.md +171 -70
- package/.agent/skills/systematic-debugging/SKILL.md +118 -186
- package/.agent/skills/tailwind-patterns/SKILL.md +576 -232
- package/.agent/skills/tdd-workflow/SKILL.md +137 -209
- package/.agent/skills/testing-patterns/SKILL.md +573 -205
- package/.agent/skills/vue-expert/SKILL.md +964 -119
- package/.agent/skills/vulnerability-scanner/SKILL.md +269 -316
- package/.agent/skills/web-accessibility-auditor/SKILL.md +188 -71
- package/.agent/skills/webapp-testing/SKILL.md +145 -236
- package/.agent/workflows/api-tester.md +151 -279
- package/.agent/workflows/audit.md +138 -168
- package/.agent/workflows/brainstorm.md +110 -146
- package/.agent/workflows/changelog.md +112 -144
- package/.agent/workflows/create.md +124 -139
- package/.agent/workflows/debug.md +189 -196
- package/.agent/workflows/deploy.md +189 -153
- package/.agent/workflows/enhance.md +151 -139
- package/.agent/workflows/fix.md +135 -143
- package/.agent/workflows/generate.md +157 -164
- package/.agent/workflows/migrate.md +160 -163
- package/.agent/workflows/orchestrate.md +168 -151
- package/.agent/workflows/performance-benchmarker.md +123 -305
- package/.agent/workflows/plan.md +173 -151
- package/.agent/workflows/preview.md +80 -137
- package/.agent/workflows/refactor.md +183 -153
- package/.agent/workflows/review-ai.md +129 -140
- package/.agent/workflows/review.md +116 -155
- package/.agent/workflows/session.md +94 -154
- package/.agent/workflows/status.md +79 -125
- package/.agent/workflows/strengthen-skills.md +139 -99
- package/.agent/workflows/swarm.md +179 -194
- package/.agent/workflows/test.md +211 -166
- package/.agent/workflows/tribunal-backend.md +113 -111
- package/.agent/workflows/tribunal-database.md +115 -132
- package/.agent/workflows/tribunal-frontend.md +118 -115
- package/.agent/workflows/tribunal-full.md +133 -136
- package/.agent/workflows/tribunal-mobile.md +119 -123
- package/.agent/workflows/tribunal-performance.md +133 -152
- package/.agent/workflows/ui-ux-pro-max.md +143 -171
- package/README.md +11 -15
- package/package.json +1 -1
- package/.agent/skills/dotnet-core-expert/SKILL.md +0 -103
- package/.agent/skills/framer-motion-animations/SKILL.md +0 -74
- package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
- package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
- package/.agent/skills/game-development/SKILL.md +0 -236
- package/.agent/skills/game-development/game-art/SKILL.md +0 -185
- package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
- package/.agent/skills/game-development/game-design/SKILL.md +0 -129
- package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
- package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
- package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
- package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
- package/.agent/skills/game-development/web-games/SKILL.md +0 -150
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name: game-development
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description: Game development orchestrator. Routes to platform-specific skills based on project needs.
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allowed-tools: Read, Write, Edit, Glob, Grep, Bash
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version: 1.0.0
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last-updated: 2026-03-12
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applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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---
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# Game Development
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> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
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---
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## When to Use This Skill
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You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
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---
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## Sub-Skill Routing
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### Platform Selection
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| If the game targets... | Use Sub-Skill |
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|------------------------|---------------|
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| Web browsers (HTML5, WebGL) | `game-development/web-games` |
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| Mobile (iOS, Android) | `game-development/mobile-games` |
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| PC (Steam, Desktop) | `game-development/pc-games` |
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| VR/AR headsets | `game-development/vr-ar` |
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### Dimension Selection
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| If the game is... | Use Sub-Skill |
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|-------------------|---------------|
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| 2D (sprites, tilemaps) | `game-development/2d-games` |
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| 3D (meshes, shaders) | `game-development/3d-games` |
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### Specialty Areas
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| If you need... | Use Sub-Skill |
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| GDD, balancing, player psychology | `game-development/game-design` |
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| Multiplayer, networking | `game-development/multiplayer` |
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| Visual style, asset pipeline, animation | `game-development/game-art` |
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| Sound design, music, adaptive audio | `game-development/game-audio` |
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---
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## Core Principles (All Platforms)
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### 1. The Game Loop
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Every game, regardless of platform, follows this pattern:
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```
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INPUT → Read player actions
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UPDATE → Process game logic (fixed timestep)
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RENDER → Draw the frame (interpolated)
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```
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**Fixed Timestep Rule:**
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- Physics/logic: Fixed rate (e.g., 50Hz)
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- Rendering: As fast as possible
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- Interpolate between states for smooth visuals
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### 2. Pattern Selection Matrix
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| Pattern | Use When | Example |
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|---------|----------|---------|
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| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |
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| **Object Pooling** | Frequent spawn/destroy | Bullets, particles |
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| **Observer/Events** | Cross-system communication | Health→UI updates |
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| **ECS** | Thousands of similar entities | RTS units, particles |
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| **Command** | Undo, replay, networking | Input recording |
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| **Behavior Tree** | Complex AI decisions | Enemy AI |
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**Decision Rule:** Start with State Machine. Add ECS only when performance demands.
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---
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### 3. Input Abstraction
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Abstract input into ACTIONS, not raw keys:
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```
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"jump" → Space, Gamepad A, Touch tap
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"move" → WASD, Left stick, Virtual joystick
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```
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**Why:** Enables multi-platform, rebindable controls.
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---
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### 4. Performance Budget (60 FPS = 16.67ms)
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| System | Budget |
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|--------|--------|
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| Input | 1ms |
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| Physics | 3ms |
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| AI | 2ms |
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| Game Logic | 4ms |
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| Rendering | 5ms |
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| Buffer | 1.67ms |
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**Optimization Priority:**
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1. Algorithm (O(n²) → O(n log n))
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2. Batching (reduce draw calls)
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3. Pooling (avoid GC spikes)
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4. LOD (detail by distance)
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5. Culling (skip invisible)
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### 5. AI Selection by Complexity
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| AI Type | Complexity | Use When |
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|---------|------------|----------|
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| **FSM** | Simple | 3-5 states, predictable behavior |
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| **Behavior Tree** | Medium | Modular, designer-friendly |
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| **GOAP** | High | Emergent, planning-based |
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| **Utility AI** | High | Scoring-based decisions |
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### 6. Collision Strategy
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| Type | Best For |
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| **AABB** | Rectangles, fast checks |
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| **Circle** | Round objects, cheap |
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| **Spatial Hash** | Many similar-sized objects |
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| **Quadtree** | Large worlds, varying sizes |
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## Anti-Patterns (Universal)
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| Don't | Do |
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| Update everything every frame | Use events, dirty flags |
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| Create objects in hot loops | Object pooling |
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| Cache nothing | Cache references |
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| Optimize without profiling | Profile first |
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| Mix input with logic | Abstract input layer |
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## Routing Examples
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### Example 1: "I want to make a browser-based 2D platformer"
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→ Start with `game-development/web-games` for framework selection
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→ Then `game-development/2d-games` for sprite/tilemap patterns
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→ Reference `game-development/game-design` for level design
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### Example 2: "Mobile puzzle game for iOS and Android"
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→ Start with `game-development/mobile-games` for touch input and stores
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→ Use `game-development/game-design` for puzzle balancing
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### Example 3: "Multiplayer VR shooter"
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→ `game-development/vr-ar` for comfort and immersion
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→ `game-development/3d-games` for rendering
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→ `game-development/multiplayer` for networking
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> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
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## Output Format
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When this skill produces or reviews code, structure your output as follows:
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```
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━━━ Game Development Report ━━━━━━━━━━━━━━━━━━━━━━━━
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Skill: Game Development
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Language: [detected language / framework]
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Scope: [N files · N functions]
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─────────────────────────────────────────────────
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✅ Passed: [checks that passed, or "All clean"]
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⚠️ Warnings: [non-blocking issues, or "None"]
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❌ Blocked: [blocking issues requiring fix, or "None"]
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─────────────────────────────────────────────────
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VBC status: PENDING → VERIFIED
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Evidence: [test output / lint pass / compile success]
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```
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**VBC (Verification-Before-Completion) is mandatory.**
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Do not mark status as VERIFIED until concrete terminal evidence is provided.
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## 🤖 LLM-Specific Traps
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AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
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1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
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2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
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### 🛑 Verification-Before-Completion (VBC) Protocol
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- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
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name: game-art
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description: Game art principles. Visual style selection, asset pipeline, animation workflow.
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# Game Art Principles
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> Visual design thinking for games - style selection, asset pipelines, and art direction.
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## 1. Art Style Selection
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### Decision Tree
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What feeling should the game evoke?
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├── Nostalgic / Retro
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### Style Comparison Matrix
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| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |
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| **Vector/Flat** | Fast | Low | Easy | Mobile, casual |
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| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |
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| **Low-poly** | Fast | Medium | Easy | Indie 3D |
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| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |
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## 2. Asset Pipeline Decisions
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### 2D Pipeline
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|-------|--------------|--------|
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| **Concept** | 2D art, Blockout | Reference |
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| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |
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| **Retopology** | Blender, ZBrush | Game-ready mesh |
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| **Rigging** | Blender, Maya | Skeletal rig |
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| **Animation** | Blender, Maya, Mixamo | Animation clips |
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| **Export** | FBX, glTF | Engine-ready |
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## 3. Color Theory Decisions
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### Palette Selection
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| **Contrast** | High saturation differences | Action games |
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| **Mood** | Warm/cool temperature | Horror, cozy |
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| **Readability** | Value contrast over hue | Gameplay clarity |
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### Color Principles
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- **Accessibility:** Don't rely only on color
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## 4. Animation Principles
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### The 12 Principles (Applied to Games)
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| **Anticipation** | Wind-up before attack |
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| **Staging** | Clear silhouettes |
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| **Follow-through** | Hair, capes after movement |
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| **Slow in/out** | Easing on transitions |
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| **Arcs** | Natural movement paths |
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| **Secondary Action** | Breathing, blinking |
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| **Timing** | Frame count = weight/speed |
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| **Exaggeration** | Readable from distance |
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| **Appeal** | Memorable design |
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### Frame Count Guidelines
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| Action Type | Typical Frames | Feel |
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| Idle breathing | 4-8 | Subtle |
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| Walk cycle | 6-12 | Smooth |
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| Run cycle | 4-8 | Energetic |
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| Attack | 3-6 | Snappy |
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| Death | 8-16 | Dramatic |
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---
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## 5. Resolution & Scale Decisions
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### 2D Resolution by Platform
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| Platform | Base Resolution | Sprite Scale |
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|----------|-----------------|--------------|
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| Mobile | 1080p | 64-128px characters |
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| Desktop | 1080p-4K | 128-256px characters |
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| Pixel art | 320x180 to 640x360 | 16-32px characters |
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### Consistency Rule
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Choose a base unit and stick to it:
|
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- Pixel art: Work at 1x, scale up (never down)
|
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- HD art: Define DPI, maintain ratio
|
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|
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- 3D: 1 unit = 1 meter (industry standard)
|
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|
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|
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---
|
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|
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-
## 6. Asset Organization
|
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|
-
### Naming Convention
|
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|
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|
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```
|
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|
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[type]_[object]_[variant]_[state].[ext]
|
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|
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|
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Examples:
|
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|
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spr_player_idle_01.png
|
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tex_stone_wall_normal.png
|
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mesh_tree_oak_lod2.fbx
|
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```
|
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|
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|
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|
-
### Folder Structure Principle
|
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|
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|
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```
|
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assets/
|
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├── characters/
|
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│ ├── player/
|
|
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│ └── enemies/
|
|
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├── environment/
|
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│ ├── props/
|
|
165
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│ └── tiles/
|
|
166
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├── ui/
|
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├── effects/
|
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└── audio/
|
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-
```
|
|
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|
|
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---
|
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|
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## 7. Anti-Patterns
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| Don't | Do |
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|-------|-----|
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|
-
| Mix art styles randomly | Define and follow style guide |
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|
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| Work at final resolution only | Create at source resolution |
|
|
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|
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| Ignore silhouette readability | Test at gameplay distance |
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|
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|
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| Over-detail background | Focus detail on player area |
|
|
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|
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| Skip color testing | Test on target display |
|
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|
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|
-
---
|
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|
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> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.
|
|
@@ -1,190 +0,0 @@
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|
|
1
|
-
---
|
|
2
|
-
name: game-audio
|
|
3
|
-
description: Game audio principles. Sound design, music integration, adaptive audio systems.
|
|
4
|
-
allowed-tools: Read, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# Game Audio Principles
|
|
8
|
-
|
|
9
|
-
> Sound design and music integration for immersive game experiences.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Audio Category System
|
|
14
|
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|
|
15
|
-
### Category Definitions
|
|
16
|
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|
|
17
|
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| Category | Behavior | Examples |
|
|
18
|
-
|----------|----------|----------|
|
|
19
|
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| **Music** | Looping, crossfade, ducking | BGM, combat music |
|
|
20
|
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| **SFX** | One-shot, 3D positioned | Footsteps, impacts |
|
|
21
|
-
| **Ambient** | Looping, background layer | Wind, crowd, forest |
|
|
22
|
-
| **UI** | Immediate, non-3D | Button clicks, notifications |
|
|
23
|
-
| **Voice** | Priority, ducking trigger | Dialogue, announcer |
|
|
24
|
-
|
|
25
|
-
### Priority Hierarchy
|
|
26
|
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|
|
27
|
-
```
|
|
28
|
-
When sounds compete for channels:
|
|
29
|
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|
|
30
|
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1. Voice (highest - always audible)
|
|
31
|
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2. Player SFX (feedback critical)
|
|
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|
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3. Enemy SFX (gameplay important)
|
|
33
|
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4. Music (mood, but duckable)
|
|
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|
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5. Ambient (lowest - can drop)
|
|
35
|
-
```
|
|
36
|
-
|
|
37
|
-
---
|
|
38
|
-
|
|
39
|
-
## 2. Sound Design Decisions
|
|
40
|
-
|
|
41
|
-
### SFX Creation Approach
|
|
42
|
-
|
|
43
|
-
| Approach | When to Use | Trade-offs |
|
|
44
|
-
|----------|-------------|------------|
|
|
45
|
-
| **Recording** | Realistic needs | High quality, time intensive |
|
|
46
|
-
| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
|
|
47
|
-
| **Library samples** | Fast production | Common sounds, licensing |
|
|
48
|
-
| **Layering** | Complex sounds | Best results, more work |
|
|
49
|
-
|
|
50
|
-
### Layering Structure
|
|
51
|
-
|
|
52
|
-
| Layer | Purpose | Example: Gunshot |
|
|
53
|
-
|-------|---------|------------------|
|
|
54
|
-
| **Attack** | Initial transient | Click, snap |
|
|
55
|
-
| **Body** | Main character | Boom, blast |
|
|
56
|
-
| **Tail** | Decay, room | Reverb, echo |
|
|
57
|
-
| **Sweetener** | Special sauce | Shell casing, mechanical |
|
|
58
|
-
|
|
59
|
-
---
|
|
60
|
-
|
|
61
|
-
## 3. Music Integration
|
|
62
|
-
|
|
63
|
-
### Music State System
|
|
64
|
-
|
|
65
|
-
```
|
|
66
|
-
Game State → Music Response
|
|
67
|
-
│
|
|
68
|
-
├── Menu → Calm, loopable theme
|
|
69
|
-
├── Exploration → Ambient, atmospheric
|
|
70
|
-
├── Combat detected → Transition to tension
|
|
71
|
-
├── Combat engaged → Full battle music
|
|
72
|
-
├── Victory → Stinger + calm transition
|
|
73
|
-
├── Defeat → Somber stinger
|
|
74
|
-
└── Boss → Unique, multi-phase track
|
|
75
|
-
```
|
|
76
|
-
|
|
77
|
-
### Transition Techniques
|
|
78
|
-
|
|
79
|
-
| Technique | Use When | Feel |
|
|
80
|
-
|-----------|----------|------|
|
|
81
|
-
| **Crossfade** | Smooth mood shift | Gradual |
|
|
82
|
-
| **Stinger** | Immediate event | Dramatic |
|
|
83
|
-
| **Stem mixing** | Dynamic intensity | Seamless |
|
|
84
|
-
| **Beat-synced** | Rhythmic gameplay | Musical |
|
|
85
|
-
| **Queue point** | Next natural break | Clean |
|
|
86
|
-
|
|
87
|
-
---
|
|
88
|
-
|
|
89
|
-
## 4. Adaptive Audio Decisions
|
|
90
|
-
|
|
91
|
-
### Intensity Parameters
|
|
92
|
-
|
|
93
|
-
| Parameter | Affects | Example |
|
|
94
|
-
|-----------|---------|---------|
|
|
95
|
-
| **Threat level** | Music intensity | Enemy count |
|
|
96
|
-
| **Health** | Filter, reverb | Low health = muffled |
|
|
97
|
-
| **Speed** | Tempo, energy | Racing speed |
|
|
98
|
-
| **Environment** | Reverb, EQ | Cave vs outdoor |
|
|
99
|
-
| **Time of day** | Mood, volume | Night = quieter |
|
|
100
|
-
|
|
101
|
-
### Vertical vs Horizontal
|
|
102
|
-
|
|
103
|
-
| System | What Changes | Best For |
|
|
104
|
-
|--------|--------------|----------|
|
|
105
|
-
| **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
|
|
106
|
-
| **Horizontal (segments)** | Different music sections | State changes |
|
|
107
|
-
| **Combined** | Both | AAA adaptive scores |
|
|
108
|
-
|
|
109
|
-
---
|
|
110
|
-
|
|
111
|
-
## 5. 3D Audio Decisions
|
|
112
|
-
|
|
113
|
-
### Spatialization
|
|
114
|
-
|
|
115
|
-
| Element | 3D Positioned? | Reason |
|
|
116
|
-
|---------|----------------|--------|
|
|
117
|
-
| Player footsteps | No (or subtle) | Always audible |
|
|
118
|
-
| Enemy footsteps | Yes | Directional awareness |
|
|
119
|
-
| Gunfire | Yes | Combat awareness |
|
|
120
|
-
| Music | No | Mood, non-diegetic |
|
|
121
|
-
| Ambient zone | Yes (area) | Environmental |
|
|
122
|
-
| UI sounds | No | Interface feedback |
|
|
123
|
-
|
|
124
|
-
### Distance Behavior
|
|
125
|
-
|
|
126
|
-
| Distance | Sound Behavior |
|
|
127
|
-
|----------|----------------|
|
|
128
|
-
| **Near** | Full volume, full frequency |
|
|
129
|
-
| **Medium** | Volume falloff, high-freq rolloff |
|
|
130
|
-
| **Far** | Low volume, low-pass filter |
|
|
131
|
-
| **Max** | Silent or ambient hint |
|
|
132
|
-
|
|
133
|
-
---
|
|
134
|
-
|
|
135
|
-
## 6. Platform Considerations
|
|
136
|
-
|
|
137
|
-
### Format Selection
|
|
138
|
-
|
|
139
|
-
| Platform | Recommended Format | Reason |
|
|
140
|
-
|----------|-------------------|--------|
|
|
141
|
-
| PC | OGG Vorbis, WAV | Quality, no licensing |
|
|
142
|
-
| Console | Platform-specific | Certification |
|
|
143
|
-
| Mobile | MP3, AAC | Size, compatibility |
|
|
144
|
-
| Web | WebM/Opus, MP3 fallback | Browser support |
|
|
145
|
-
|
|
146
|
-
### Memory Budget
|
|
147
|
-
|
|
148
|
-
| Game Type | Audio Budget | Strategy |
|
|
149
|
-
|-----------|--------------|----------|
|
|
150
|
-
| Mobile casual | 10-50 MB | Compressed, fewer variants |
|
|
151
|
-
| PC indie | 100-500 MB | Quality focus |
|
|
152
|
-
| AAA | 1+ GB | Full quality, many variants |
|
|
153
|
-
|
|
154
|
-
---
|
|
155
|
-
|
|
156
|
-
## 7. Mix Hierarchy
|
|
157
|
-
|
|
158
|
-
### Volume Balance Reference
|
|
159
|
-
|
|
160
|
-
| Category | Relative Level | Notes |
|
|
161
|
-
|----------|----------------|-------|
|
|
162
|
-
| **Voice** | 0 dB (reference) | Always clear |
|
|
163
|
-
| **Player SFX** | -3 to -6 dB | Prominent but not harsh |
|
|
164
|
-
| **Music** | -6 to -12 dB | Foundation, ducks for voice |
|
|
165
|
-
| **Enemy SFX** | -6 to -9 dB | Important but not dominant |
|
|
166
|
-
| **Ambient** | -12 to -18 dB | Subtle background |
|
|
167
|
-
|
|
168
|
-
### Ducking Rules
|
|
169
|
-
|
|
170
|
-
| When | Duck What | Amount |
|
|
171
|
-
|------|-----------|--------|
|
|
172
|
-
| Voice plays | Music, Ambient | -6 to -9 dB |
|
|
173
|
-
| Explosion | All except explosion | Brief duck |
|
|
174
|
-
| Menu open | Gameplay audio | -3 to -6 dB |
|
|
175
|
-
|
|
176
|
-
---
|
|
177
|
-
|
|
178
|
-
## 8. Anti-Patterns
|
|
179
|
-
|
|
180
|
-
| Don't | Do |
|
|
181
|
-
|-------|-----|
|
|
182
|
-
| Play same sound repeatedly | Use variations (3-5 per sound) |
|
|
183
|
-
| Max volume everything | Use proper mix hierarchy |
|
|
184
|
-
| Ignore silence | Silence creates contrast |
|
|
185
|
-
| One music track loops forever | Provide variety, transitions |
|
|
186
|
-
| Skip audio in prototype | Placeholder audio matters |
|
|
187
|
-
|
|
188
|
-
---
|
|
189
|
-
|
|
190
|
-
> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
|