How to Delegate
argument-hint: "[feature or area to design audio for]"
How to Delegate
What Is This
The How to Delegate skill, available as team-audio on the Happycapy Skills platform, empowers product teams to efficiently orchestrate an audio design and implementation pipeline for specific game features or areas. When invoked, this skill coordinates a virtual team comprised of an audio director, sound designer, technical artist, and gameplay programmer, guiding them through each phase of the audio production workflow. The process is interactive and semi-automated, requiring the user to make key decisions at critical junctures using context and proposals generated by the subagents. This ensures a balance between automation and creative oversight, resulting in high-quality, context-appropriate audio solutions.
Why Use It
Game development often involves complex audio requirements that span creative direction, technical implementation, and cross-functional collaboration. Without clear delegation, teams risk confusion, duplication of effort, or suboptimal results. The team-audio skill addresses these challenges by:
- Structuring the Workflow: It formalizes the delegation of tasks among specialized roles, ensuring nothing is overlooked.
- Centralizing Decision-Making: It prompts the user with key proposals at each transition, allowing informed, contextual decisions.
- Reducing Overhead: By automating repetitive coordination tasks and information gathering, the skill frees up creative and technical bandwidth for higher-value work.
- Ensuring Consistency: It pulls relevant design docs, asset lists, and sound bibles automatically, ensuring all team members work from the same context.
This skill is especially valuable for teams seeking reliable, repeatable processes for audio design across multiple game features, or for projects where cross-discipline communication is a known bottleneck.
How to Use It
The team-audio skill is invoked via the Happycapy platform command interface. Its usage pattern is as follows:
1. Invocation
Run the skill with a specific feature or area as an argument. For example:
/team-audio combatIf no argument is provided, the skill will output usage guidance and exit:
Usage: /team-audio [feature or area] - specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter).2. Context
Gathering
Upon invocation with a valid argument, the skill automatically:
- Reads design documents for the specified feature (from
design/gdd/) - Reads the sound bible if present (
design/gdd/sound-bible.md) - Reads existing audio asset lists (
assets/audio/) - Reads any existing sound design docs for the relevant area
This step ensures the virtual team has all necessary context before proceeding.
3. Delegation
Pipeline
The orchestration pipeline proceeds through the following stages:
- Direction: The audio director reviews the context and proposes an audio direction for the feature.
- Sound Design: The sound designer drafts a list of sound assets, style guidelines, and technical requirements.
- Technical Art: The technical artist outlines integration approaches, middleware usage, and any required custom tooling.
- Gameplay Programming: The gameplay programmer proposes implementation strategies, event hooks, and integration testing plans.
At each transition, the skill uses the AskUserQuestion tool to present the current subagent's proposals as selectable options. For example:
## Example of a proposal prompt
AskUserQuestion(
"The sound designer proposes the following styles for 'combat':\n"
"1. Cinematic Orchestral\n"
"2. Retro Synth\n"
"3. Minimalist Percussive\n"
"Please select your preferred direction."
)The user must approve a proposal before the pipeline moves to the next phase. The agent records each decision with concise labels for traceability.
4. Task
Management
Throughout the process, the skill uses the Task tool to spawn and track specific assignments for each subagent. For example:
## Example task spawning
Task(
assignee="sound-designer",
description="Draft a list of unique sound effects for the 'forest biome' area, referencing the sound bible."
)5. Output and
Handoff
Once the pipeline is complete, the skill outputs a summary of the decisions made, the assets and implementation plan, and any outstanding tasks. This documentation can be directly used as a briefing for real team members or as input for further automation.
When to Use It
Use the team-audio skill whenever you need to:
- Design or redesign audio for a specific game feature or environment
- Onboard a new audio team or align a cross-discipline group
- Ensure that your audio pipeline follows a repeatable, transparent process with documented approvals
- Coordinate remote, asynchronous, or multi-role teams working on complex audio deliverables
It is well-suited for both greenfield projects and iterative updates to existing games.
Important Notes
- Always provide a specific, clear argument describing the feature or area when invoking the skill.
- The pipeline is interactive and requires user decisions at each phase - it will not proceed without your approval.
- The skill relies on the presence of relevant documentation in standard locations (
design/gdd/,assets/audio/). Missing docs may limit its effectiveness. - The process is designed for clarity and accountability, not for full automation. User input is essential for best results.
- This skill is optimized for technical and creative leads seeking a balance between structure and creative autonomy in audio production.
By employing the team-audio skill, teams can achieve greater efficiency, quality, and alignment in their game audio workflows, ensuring that every aspect of the player experience receives the attention it deserves.
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