name: identify-sound-assets
description: "Use when you need to list the sound assets required for the current sprint. @Levi (sound designer): reads the backlog and game concept, identifies all audio assets needed, and writes sound-assets-.md with detailed descriptions and references."
user-invocable: true
/identify-sound-assets — Sound Asset Identification
Overview
This skill identifies all sound assets needed for the current day's work. As @Levi (sound designer), you review the backlog and game concept to determine what audio assets are required — sound effects, music, and ambience — and write detailed descriptions for each.
This is step 9 of the Agentic Gamedev Process (Production phase daily loop).
When to Use
- Daily, after the
/dailyreport and/create-backloghave been run - When starting a new sprint that introduces new player actions, enemies, or environments requiring audio
- Do NOT use without an active backlog
Workflow
1. Load Context
- Read
.docs/project-state.mdto get the current milestone and sprint. - Read the most recent backlog:
.docs/backlog-*.md(find by glob, pick the newest). - Read
.docs/game-concept.mdfor mood, tone, and player fantasy context. - Read
.docs/roadmap.mdfor the current sprint's scope.
2. Scan Backlog for Audio Dependencies
Go through each task in the current backlog and identify what audio each task requires. Consider:
- Player actions: Jump, attack, interact, walk, run, damage taken, death
- Enemy/NPC sounds: Spawn, attack, hurt, death, idle, alert
- UI sounds: Button click, menu open/close, notification, purchase, error
- Environment: Footsteps per surface type, object interactions, doors, ambient loops
- Music: New tracks for specific levels, menus, or game states
- Ambience: Background atmosphere for environments being built
3. Categorize and Describe
For each sound asset, write a detailed description:
- SFX: Category, trigger context, emotional quality (weighty, snappy, eerie, satisfying), duration, reference sounds
- Music: Context, mood, tempo, instrumentation, duration, reference tracks
- Ambience: Context, environmental elements to include, spatial characteristics, loop requirements
4. Write the Document
Read the template at .agents/docs/templates/sound-assets-template.md and fill in every section. Write to .docs/sound-assets-<date>.md where <date> is today's date in YYYY-MM-DD.
There is no senior review for sound assets (the process doesn't specify one), but use your best judgment as @Levi to ensure quality and completeness.
5. Report Completion
Return a summary including:
- Number of SFX, music tracks, and ambiences identified
- The path to the written document
- Any critical audio assets that could block progress if not created promptly
Common Pitfalls
- Only listing obvious SFX. Think about UI sounds, ambience, and music — these are as important as jump and attack sounds.
- No emotional context. "Sword swing sound" is vague. "A heavy, metallic whoosh with a sharp slice at the end — should feel powerful and dangerous" gives the sound designer something to work with.
- Forgetting surface-dependent sounds. If the player walks on grass, stone, and wood, those need different footstep sounds.
- No references. Every sound should have at least one reference — a game with similar audio, a real-world sound, or a mood adjective.
- Listing too many assets for one day. Be realistic about what a solo dev can create in one day. Prioritize.
Verification Checklist
- Project state, backlog, and game concept loaded
- All audio dependencies extracted from backlog tasks
- Each asset has category, description, references, and technical notes
- SFX, music, and ambience sections all considered (even if some are empty)
- Output written to
.docs/sound-assets-<date>.md - All template sections filled