Fal Assets
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
Game audio principles. An agent skill from xenitV1/Antigravity-Workflows.
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-development/game-audio .claude/skills/game-audio && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .claude/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audioType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-development/game-audio .agents/skills/game-audio && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .agents/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-development/game-audio .cursor/skills/game-audio && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .cursor/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/xenitV1/Antigravity-Workflows.git --path skills/game-development/game-audio--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-development/game-audio .gemini/skills/game-audio && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .gemini/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install xenitV1/Antigravity-Workflows game-audioInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-development/game-audio .github/skills/game-audio && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .github/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-development/game-audio .opencode/skills/game-audio && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-audio" agent skill from https://github.com/xenitV1/Antigravity-Workflows/tree/main/skills/game-development/game-audio into .opencode/skills/game-audio/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-audio", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-audioGame audio principles. An agent skill from xenitV1/Antigravity-Workflows.
Game Audio is an agent skill from xenitV1/Antigravity-Workflows. Game audio principles. Sound design, music integration, adaptive audio systems.
Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game assets and audio and Music and audio generation. The licence is MIT.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit f0a1fa7. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Game Audio loads about 1.3k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 480 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from xenitV1/Antigravity-Workflows at commit f0a1fa7, republished under its MIT licence (© xenitV1). 480 words, ~1,326 tokens.
.claude/skills/game-audio/SKILL.md (or your agent's skills folder).Sound design and music integration for immersive game experiences.
| Category | Behavior | Examples |
|---|---|---|
| Music | Looping, crossfade, ducking | BGM, combat music |
| SFX | One-shot, 3D positioned | Footsteps, impacts |
| Ambient | Looping, background layer | Wind, crowd, forest |
| UI | Immediate, non-3D | Button clicks, notifications |
| Voice | Priority, ducking trigger | Dialogue, announcer |
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)| Approach | When to Use | Trade-offs |
|---|---|---|
| Recording | Realistic needs | High quality, time intensive |
| Synthesis | Sci-fi, retro, UI | Unique, requires skill |
| Library samples | Fast production | Common sounds, licensing |
| Layering | Complex sounds | Best results, more work |
| Layer | Purpose | Example: Gunshot |
|---|---|---|
| Attack | Initial transient | Click, snap |
| Body | Main character | Boom, blast |
| Tail | Decay, room | Reverb, echo |
| Sweetener | Special sauce | Shell casing, mechanical |
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track| Technique | Use When | Feel |
|---|---|---|
| Crossfade | Smooth mood shift | Gradual |
| Stinger | Immediate event | Dramatic |
| Stem mixing | Dynamic intensity | Seamless |
| Beat-synced | Rhythmic gameplay | Musical |
| Queue point | Next natural break | Clean |
| Parameter | Affects | Example |
|---|---|---|
| Threat level | Music intensity | Enemy count |
| Health | Filter, reverb | Low health = muffled |
| Speed | Tempo, energy | Racing speed |
| Environment | Reverb, EQ | Cave vs outdoor |
| Time of day | Mood, volume | Night = quieter |
| System | What Changes | Best For |
|---|---|---|
| Vertical (layers) | Add/remove instrument layers | Intensity scaling |
| Horizontal (segments) | Different music sections | State changes |
| Combined | Both | AAA adaptive scores |
| Element | 3D Positioned? | Reason |
|---|---|---|
| Player footsteps | No (or subtle) | Always audible |
| Enemy footsteps | Yes | Directional awareness |
| Gunfire | Yes | Combat awareness |
| Music | No | Mood, non-diegetic |
| Ambient zone | Yes (area) | Environmental |
| UI sounds | No | Interface feedback |
| Distance | Sound Behavior |
|---|---|
| Near | Full volume, full frequency |
| Medium | Volume falloff, high-freq rolloff |
| Far | Low volume, low-pass filter |
| Max | Silent or ambient hint |
| Platform | Recommended Format | Reason |
|---|---|---|
| PC | OGG Vorbis, WAV | Quality, no licensing |
| Console | Platform-specific | Certification |
| Mobile | MP3, AAC | Size, compatibility |
| Web | WebM/Opus, MP3 fallback | Browser support |
| Game Type | Audio Budget | Strategy |
|---|---|---|
| Mobile casual | 10-50 MB | Compressed, fewer variants |
| PC indie | 100-500 MB | Quality focus |
| AAA | 1+ GB | Full quality, many variants |
| Category | Relative Level | Notes |
|---|---|---|
| Voice | 0 dB (reference) | Always clear |
| Player SFX | -3 to -6 dB | Prominent but not harsh |
| Music | -6 to -12 dB | Foundation, ducks for voice |
| Enemy SFX | -6 to -9 dB | Important but not dominant |
| Ambient | -12 to -18 dB | Subtle background |
| When | Duck What | Amount |
|---|---|---|
| Voice plays | Music, Ambient | -6 to -9 dB |
| Explosion | All except explosion | Brief duck |
| Menu open | Gameplay audio | -3 to -6 dB |
| Don't | Do |
|---|---|
| Play same sound repeatedly | Use variations (3-5 per sound) |
| Max volume everything | Use proper mix hierarchy |
| Ignore silence | Silence creates contrast |
| One music track loops forever | Provide variety, transitions |
| Skip audio in prototype | Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.
© xenitV1, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/game-development/game-audio of xenitV1/Antigravity-Workflows.
Open the folder on GitHubat commit f0a1fa7
We found 24 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 9 other GitHub owners. This page covers the copy in xenitV1/Antigravity-Workflows, which our catalogue first saw on October 7, 2026.
Game Audio next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Audio this skillxenitV1/Antigravity-Workflows | 130 | 9 repos | ~1.3k | Automated safety check: Pass | MIT | |
| Fal Assetsrehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Notes | MIT | |
| Soundhashgraph-online/awesome-codex-plugins | 1.3k | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Pass | MIT |
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
hashgraph-online/awesome-codex-plugins
Make a game's sound effects and synthesized music on the creator's own computer, free, with no provider or account — a set of effects (jump, coin, hit, explosion, win, lose, UI) rendered from…
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
xenitV1/Antigravity-Workflows
Native multi-agent orchestration using Claude Code's Agent Tool.
xenitV1/Antigravity-Workflows
Mobile-first design thinking and decision-making for iOS and Android apps.
xenitV1/Antigravity-Workflows
Bash/Linux terminal patterns. An agent skill from xenitV1/Antigravity-Workflows.
xenitV1/Antigravity-Workflows
Performance profiling principles. An agent skill from xenitV1/Antigravity-Workflows.
xenitV1/Antigravity-Workflows
Structured task planning with clear breakdowns, dependencies, and verification criteria.
xenitV1/Antigravity-Workflows
AI operational modes (brainstorm, implement, debug, review, teach, ship, orchestrate).
Categories
Game audio principles. An agent skill from xenitV1/Antigravity-Workflows. Game Audio is an agent skill from xenitV1/Antigravity-Workflows. Game audio principles.
Game Audio fits situations like: tasks that involve Game assets and audio; tasks that involve Music and audio generation.
Run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a claude-code`. Or copy the skill folder (skills/game-development/game-audio in xenitV1/Antigravity-Workflows) into .claude/skills/game-audio in your project. Claude Code loads it when a task matches its description.
Run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a codex`. Or copy the skill folder (skills/game-development/game-audio in xenitV1/Antigravity-Workflows) into .agents/skills/game-audio in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-audio, .gemini/skills/game-audio, .github/skills/game-audio and .opencode/skills/game-audio in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Audio is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Glob, Grep.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Game Audio is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.3k tokens (SKILL.md is roughly 5.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Game Audio: Fal Assets (rehan-remade/universal-modder, 5.8k stars), Sound (hashgraph-online/awesome-codex-plugins, 1.3k stars), Game Asset Generator (htdt/godogen, 7.1k stars) and Threejs 3D Generator (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
xenitV1 (a GitHub user) maintains it in xenitV1/Antigravity-Workflows, which has 130 GitHub stars. The repository holds 42 skills in this directory. The repository was last updated on January 14, 2026.
Source: xenitV1/Antigravity-Workflows on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.