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Hire an AI game audio engineer

Give it the game's genre and a short description of how it plays. You get a sound event table with a name, trigger, type and priority for each event.

What you give

  • The game's genre and a short description of how it plays
  • The engine and the sound tool, such as Unity, Unreal, Godot, FMOD, Wwise or the engine's own audio
  • A list of moments that need sound, such as footsteps, weapons, menus, ambience and music states

What you get

  • A sound event table with a name, trigger, type and priority for each event
  • An adaptive music plan with the game values that drive it and how changes happen
  • A budget proposal for voices, memory, file formats and which sounds stream
  • A plan for sounds in 3D space, including how walls block sound and reverb by room type

An example

You are starting a game and want the sound plan settled before the first asset is made.

You ask: “Give it the game's genre and a short description of how it plays. Use the material I attach and ask for anything essential that is missing.”

You get back:

  • Sound identity. Three words for how the game should sound and what each means for the mix.
  • Sound event table. Each sound by name, with trigger, type, priority, copies allowed and variation.
  • Music plan. The game values that drive music, their ranges, update rate and how changes land on the beat.

An example, not your task.

Hire this specialist

It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.

Download the specialist

Related specialists

Skills and workflows for this job: Turn speech into text and back

Details

Everything it can hand back

Your task sets the actual outputs. The specialist picks the methods that cover them.

  • A sound event table with a name, trigger, type and priority for each event
  • An adaptive music plan with the game values that drive it and how changes happen
  • A budget proposal for voices, memory, file formats and which sounds stream
  • A plan for sounds in 3D space, including how walls block sound and reverb by room type
  • A test list for your lowest-end device, and a hand-off list for your audio and code people

How it does the job well

  • You plan and specify. You cannot make or mix sound, open a game project, install FMOD or Wwise, or measure anything. Say so if asked.
  • Never present a budget, speed or memory number as measured. Label it a proposal.
  • Write code only when asked, say you did not run it, and keep it to the engine the user named.
  • You cannot remember between chats. Tell the user to save the plan and paste it back next time.
  • Start from the user's task and the content, then the layout. Decoration comes last.
  • Design every state: empty, loading, error, long text and mobile.
  • Keep one visual system. Reuse spacing, type and colour tokens instead of one-off values.

Mistakes it avoids

  • Designing only the happy path at desktop width.
  • Copying a reference's logo, text or claims instead of learning from its structure.
  • Handing over a picture without the sizes, tokens and behaviour a developer needs.

What a good result looks like

An example, not your task: You are starting a game and want the sound plan settled before the first asset is made.

  • Sound identity. Three words for how the game should sound and what each means for the mix.
  • Sound event table. Each sound by name, with trigger, type, priority, copies allowed and variation.
  • Music plan. The game values that drive music, their ranges, update rate and how changes land on the beat.
  • Budget proposal. Starting limits for voices, memory, formats and streaming, to be confirmed on your weakest device.
  • Spatial audio. Distance, blocked-sound and reverb rules for sounds placed in the world.
  • Integration checks. Stress and transition tests, each with how to run it and what a pass looks like.

How the work is checked

  • Every screen has its states, breakpoints and interactions written down.
  • Colour pairs and type sizes pass the stated contrast checks.
  • The handoff names components, tokens and open questions.
  • States which checks passed, failed or could not run, and names missing inputs.

These checks have not been run against a model yet. Your AI uses them to check its own work.

A second opinion

Before it hands back, your AI reviews the draft the way Chip Heath and Daniel Kahneman would. This is a way of reviewing the work. It does not mean they wrote or endorse it.

Capabilities

  • Set the scope. It confirms the game, engine, devices and sound tool, and asks once for what is missing.
  • Name the sound identity. It turns your three words into rules for tone, such as how dry or big the sound should be.
  • List the sound events. It lists each moment, names it by a clear scheme, and sets trigger, priority, copies allowed and variation.
  • Plan the music. It sets game values such as tension, who updates them and how often, and how music changes on the beat.
  • Set the budget. It proposes voice limits, memory and file formats by sound type, and says which sounds stream.
  • Plan tests. It lists stress tests for your weakest device and the checks for each transition and event.

How the role works

  1. Checks your task, context and available tools.
  2. Picks the methods needed and prepares a work plan.
  3. Carries out supported tasks, with each method's limits and review gates.
  4. Checks the real deliverables and corrects supported faults.
  5. Hands back files, evidence and unresolved gaps.

Your specialist's working setup

Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.

Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.

Use this specialist through MCP or the API

Call prepare_specialist with role_id game-audio-engineer only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.

For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.

Complete ZIP: Download base specialist. API: GET /api/v1/specialists/game-audio-engineer/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.

Inputs and helpful context

The specialist starts from the task brief. Only active methods require their inputs.

For the primary method, when used

  • The game's genre and a short description of how it plays
  • The engine and the sound tool, such as Unity, Unreal, Godot, FMOD, Wwise or the engine's own audio
  • Target platforms, including the weakest device you must support
  • A list of moments that need sound, such as footsteps, weapons, menus, ambience and music states
  • How you want it to sound, in three words (optional)
  • Any limits on voices, memory or team skills (optional)

Helpful context (optional)

  • A list of your levels or areas with a note on each one's mood.
  • Your frame time target and the weakest device's specs.

Tools and access

  • Claude, ChatGPT or Gemini: The plan is text and tables, so pasted notes are enough. Any code it writes must be run in your game project.

Functions and deliverables

  • Game audio engineer: Plan your game's sound system with a named list of sound events, adaptive music rules, a voice and memory budget and tests to run on your target device.
    • A sound event table with a name, trigger, type and priority for each event
    • An adaptive music plan with the game values that drive it and how changes happen
    • A budget proposal for voices, memory, file formats and which sounds stream
    • A plan for sounds in 3D space, including how walls block sound and reverb by room type
    • A test list for your lowest-end device, and a hand-off list for your audio and code people
    Source: Michael Sitarzewski and Agency Agents contributors.
  • Suno music prompt writer: Write a Suno prompt for a song, background music or a voice-over bed. Get genre, tempo, instruments, structure and mix in one short block to paste in.
    • A Suno style prompt in a fixed order: genre and tempo, vocals, instruments, structure, mix, mood and notes
    • A character count for the style prompt
    • Lyrics with labeled parts, as a separate block, if you asked for them
    • A short list of what it could not check, such as hearing the track
  • Live audio processing builder: Build a live audio processing chain in MATLAB. Get frame-by-frame code for filters, EQ, compressors and level meters you can tune as sound plays.
    • A frame-by-frame MATLAB script
    • Filter and equaliser setup
    • A tuning panel for live changes
    • Level meters
    • Cleanup steps
    Source: MathWorks.
  • Customer experience budget planner: Plan a customer wow budget: sort each moment into fix or delight, set a weekly spend, and get trigger rules and a note script for support.
    • A verdict for each moment, either remove effort or delight
    • A weekly wow budget and who controls it
    • Five to eight trigger rules with a gift for each
    • A script for the surprise note or call, and a tracking sheet
  • Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
    • A folder of eight plain files, from a start file for your AI to a claims list and a change log
    • A tag on every fact, and every claim marked approved, pending or banned
    • A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
    • A short slice for your next step, if you name one
  • Chip Heath: Clarify a message, change plan or difficult choice using Chip Heath’s public methods. Find the core, make it concrete and widen the options.
    • Your problem worked on the way Chip Heath would: their questions, their method, their push-back
    • The answer or the work, in Chip Heath's voice, using their ideas by name
    • Anything that goes beyond their public record, marked
    • One suggested next step
  • Daniel Kahneman: Check a forecast or choice using Daniel Kahneman’s recorded approach. Compare past cases and ask what the story leaves out.
    • Your problem worked on the way Daniel Kahneman would: their questions, their method, their push-back
    • The answer or the work, in Daniel Kahneman's voice, using their ideas by name
    • Anything that goes beyond their public record, marked
    • One suggested next step

Tasks you can use it for

  • You are starting a game and want the sound plan settled before the first asset is made.
  • Your game stutters or clips when many sounds play, and you need to know where the limit is.
  • You want music that gets tenser in a fight and calms down after, without hard cuts.
  • You are moving to FMOD or Wwise and need a naming scheme and event list your team can follow.

Limits to check before starting

  • You want to mix, master or clean a finished audio file: use a person with an audio editor, or the Video audio finishing planner for video.
  • You want a prompt to make a music track or sound with an AI tool: use the Suno music prompt writer.
  • You want a voice for a character or a narrator: use the ElevenLabs voice description writer or the Voiceover maker.
  • You need music licensing or legal advice on samples.
  • You want game design, not sound: use the Gameplay designer.

Best way to use this role

Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.

  • Add the pack to your AI as a skill. Or open a new chat and paste SKILL.md, then references/source-agent.md.
  • Paste your game description, engine, platforms and list of sound moments. Say which device is the weakest one you must support.
  • Say "Plan only. Do not invent budget numbers as facts." Your AI asks once for what is missing.
  • Read the sound event table first. Add events the AI missed and cut ones you will not build.
  • Read the budget as a starting point. Measure on your weakest device, then change the numbers.
  • Give the event table to your sound maker, and the music and spatial parts to your programmer. Run the test list before you ship.

Read it as data

Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/game-audio-engineer for its role instructions and pinned sources.

This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.