Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
$ npx skills add ukanwat/overtime --skill audio-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime audio-design --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/audio-design .claude/skills/audio-design && 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 "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .claude/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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/ukanwat/overtime/tree/main/.claude/skills/audio-designType 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 ukanwat/overtime --skill audio-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime audio-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/audio-design .agents/skills/audio-design && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .agents/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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 ukanwat/overtime --skill audio-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime audio-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/audio-design .cursor/skills/audio-design && 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 "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .cursor/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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/ukanwat/overtime.git --path .claude/skills/audio-design--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 ukanwat/overtime --skill audio-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime audio-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/audio-design .gemini/skills/audio-design && 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 "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .gemini/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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 ukanwat/overtime audio-designInstalls 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 ukanwat/overtime --skill audio-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/audio-design .github/skills/audio-design && 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 "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .github/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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 ukanwat/overtime --skill audio-design -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime audio-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/audio-design .opencode/skills/audio-design && 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 "audio-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/audio-design into .opencode/skills/audio-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-design", 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.
audio-designImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
Audio Design is an agent skill from ukanwat/overtime. Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/adaptive-music.md`). Compatibility notes: Engine-agnostic concepts. Pairs with godot-audio (AudioServer/buses), Unity AudioMixer, Wwise/FMOD; snippets in GDScript-like pseudocode.
It sits in Game Development, covering Game assets and audio. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
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.
Engine-agnostic concepts. Pairs with godot-audio (AudioServer/buses), Unity AudioMixer, Wwise/FMOD; snippets in GDScript-like pseudocode.
From compatibility in the SKILL.md frontmatter.
Audio Design loads about 1.8k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 93 tokens; SKILL.md has 562 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 ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 562 words, ~1,760 tokens.
.claude/skills/audio-design/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Game audio is a mixing graph plus a music system. Route every sound through a
small set of buses so you can balance and process groups; make music react to
play through layering and re-sequencing rather than looping one track. This skill
teaches the portable practice; bind it to godot-audio, Unity's AudioMixer, or
middleware (FMOD/Wwise) for concrete APIs.
When not to use: for the engine's concrete audio nodes/streams, use
godot-audio or the engine's audio skill. Loading/streaming and asset import are
engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
Master ← {Music, SFX, Ambience, UI, Voice}. Everything plays into a bus; the player's settings
sliders map to bus volumes. Never set hundreds of clip volumes by hand.# Route sounds to named buses; control GROUPS, not individual clips.
sfx_player.bus = "SFX"
music_player.bus = "Music"
# Map a 0..1 settings slider to decibels (linear_to_db), the perceptual unit.
func set_bus_volume(bus_name: String, slider01: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
var db := linear_to_db(clamp(slider01, 0.0001, 1.0)) # 0 -> silence, 1 -> 0 dB
AudioServer.set_bus_volume_db(idx, db)
# RIGHT: slider -> dB via linear_to_db. WRONG: assigning slider01 straight as dB
# (a "0.5" would be only +0.5 dB — almost no change — and 0 would be 0 dB, full).# A compressor on the MUSIC bus, keyed by the VOICE bus, lowers music while
# dialogue plays, then releases. This is "sidechain ducking".
# Setup (engine-specific): add a compressor effect to the Music bus and set its
# sidechain to the Voice bus. Then tune:
# threshold: level on Voice that triggers ducking (e.g. -30 dB)
# ratio: how hard to duck (e.g. 8:1 for a clear dip)
# attack: fast (~10 ms) so music gets out of the way promptly
# release: slow (~300-500 ms) so it recovers smoothly, not pumping
# No-middleware alternative: tween the Music bus volume down on voice start and
# back up on voice end.
func duck_music(active: bool) -> void:
var target_db := -12.0 if active else 0.0
create_tween().tween_method(
func(v): set_bus_volume_db("Music", v), current_music_db, target_db, 0.25)# Randomize pitch slightly and pick from a sample pool so repeats feel organic.
func play_varied(samples: Array, bus := "SFX") -> void:
var p := AudioStreamPlayer.new()
p.stream = samples[randi() % samples.size()] # rotate through several takes
p.bus = bus
p.pitch_scale = randf_range(0.94, 1.06) # +/- ~6% pitch wobble
add_child(p); p.play()
p.finished.connect(p.queue_free) # clean up one-shots# Schedule gameplay/visuals on musical time, not frame time, so they land on beat.
const BPM := 120.0
var seconds_per_beat := 60.0 / BPM
func current_beat(playback_position_sec: float) -> int:
return int(playback_position_sec / seconds_per_beat)
# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat(pos: float) -> float:
return seconds_per_beat - fmod(pos, seconds_per_beat)
# Drive timing from the audio playback clock, which is steadier than frame delta.0..1 through
linear_to_db (and back with db_to_linear). A linear slider on raw amplitude
feels like it does nothing until the very bottom.delta drifts; read the audio playback
position for musical timing, and account for output latency.finished, or use a small pool.references/adaptive-music.md — vertical layering vs horizontal re-sequencing,
transition timing (bars/quantize), stingers, intensity mapping, and crossfades.godot-audio — buses, AudioStreamPlayer, effects, and sync-to-beat in Godot.input-systems — trigger audio from input actions.physics-tuning — collision events that drive impact SFX.platformer, roguelike — genres whose feel leans on audio feedback.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/audio-design of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Audio Design 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 |
|---|---|---|---|---|---|---|
| Audio Design this skillukanwat/overtime | 387 | 1 repos | ~1.8k | 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 | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Game Asset AuditDonchitos/Claude-Code-Game-Studios | 26k | — | ~2k | Automated safety check: Pass | MIT |
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.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
ukanwat/overtime
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Categories
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Audio Design is an agent skill from ukanwat/overtime. Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
Audio Design fits situations like: the user mentions audio mixing; adaptive/dynamic music; syncing gameplay to the beat.
Run `npx skills add ukanwat/overtime --skill audio-design -a claude-code`. Or copy the skill folder (.claude/skills/audio-design in ukanwat/overtime) into .claude/skills/audio-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill audio-design -a codex`. Or copy the skill folder (.claude/skills/audio-design in ukanwat/overtime) into .agents/skills/audio-design 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 ukanwat/overtime --skill audio-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/audio-design, .gemini/skills/audio-design, .github/skills/audio-design and .opencode/skills/audio-design in your project.
SKILL.md names no scripts, command-line tools or credentials: Audio Design is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic concepts. Pairs with godot-audio (AudioServer/buses), Unity AudioMixer, Wwise/FMOD; snippets in GDScript-like pseudocode..
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.
Audio Design is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Audio Design: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Asset Pipeline (rehan-remade/universal-modder, 5.8k stars) and 2D Sprite Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.