---
name: audio-design
description: Use when designing or reviewing sound effects, music, mixing, audio feedback and audio implementation. Prioritises gameplay information, clarity in the mix and performance.
---

# Audio design

Draft from the Game studio skills library by THE DREAMING JESTER. Adapt it to your game, team and engine.

## Goal

Use sound to tell the player what is happening, especially what they cannot see, while setting the mood.

## Before you start

- List gameplay events that need audio feedback, ranked by importance.
- Know the target platforms, voice limits, memory budget and middleware.

## Process

1. Give priority sounds a distinct identity: threats, hits, pickups, low health and objectives.
2. Design for repetition: variations, pitch and volume randomisation, and cooldowns for frequent sounds.
3. Mix by priority with ducking and voice limits, so important sounds cut through busy moments.
4. Use spatial audio deliberately: direction and distance should match what the player needs to locate.
5. Let music follow game state through layers or transitions, without abrupt cuts.
6. Test on the speakers and headphones players use, at realistic volumes.
7. Provide separate volume controls and captions for important sounds.

## Quality bar

- Players can identify the main threats with their eyes closed.
- Busy combat never masks critical cues.
- Frequent sounds do not become irritating after an hour.

## Output

An audio event list with priorities, implemented events, a mix snapshot plan and performance figures.

## Avoid

- Mixing only on studio monitors.
- Every sound at full volume, so nothing stands out.
