Use this skill when DESIGNING music content - choosing keys, chord progressions, tempos for specific contexts. **Triggers:** "chord progression", "what key for", "tempo for", "music theory", "leitmotif", "adaptive music", "loop design", "listener fatigue", "hours of play", "background music", "supportive music", "music mix space". **Pipeline position: DESIGN (1 of 3)** - For tracker file creation: use `tracker-music` plugin - For instrument synthesis: use `zx-procgen:procedural-instruments` **Load references when:** - Chord progressions by emotion → `references/chord-progressions.md` - Adaptive music patterns → `references/adaptive-patterns.md` - Genre-specific templates → `references/genre-templates.md`
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install sound-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/adaptive-patterns.mdreferences/chord-progressions.mdreferences/genre-templates.mdGame music must loop seamlessly, respond to gameplay, and support rather than dominate the experience.
Players hear tracks for hours. Favor texture/rhythm over hooks. Leave 30-40% frequency space for SFX/dialogue. Avoid harsh 2-4kHz, constant highs, unvarying dynamics.
Invisible music principle: Best game music is felt, not noticed—you don't hum it, but you don't tire of it.
Music serves player's emotional state, not composer's vision. If player notices music mid-combat, you may have distracted them.
| Context | Music's Job | NOT the Job |
|---|---|---|
| Combat | Amplify adrenaline | Be the star |
| Exploration | Create atmosphere | Demand attention |
| Story/dialogue | Underscore, stay low | Compete for attention |
| Mood | Common Keys | Mode |
|---|---|---|
| Triumphant | C, G, D Major | Ionian, Lydian |
| Tense | Am, Dm, Em | Aeolian, Phrygian |
| Mysterious | Dm, Em (modal) | Dorian, Mixolydian |
| Melancholic | Am, Bm, F#m | Aeolian |
| Aggressive | Cm, Gm, Em | Phrygian |
| Peaceful | C, F, G Major | Ionian, Lydian |
| Epic | D, G or Dm, Gm | Depends on context |
| Context | BPM | Character |
|---|---|---|
| Menu | 80-110 | Inviting |
| Exploration | 70-100 | Relaxed |
| Puzzle | 80-110 | Thoughtful |
| Combat | 140-170 | Intense |
| Boss | 150-190 | Climactic |
| Stealth | 60-90 | Tense |
| Victory | 100-140 | Triumphant |
Triumphant: I - IV - V - I or I - V - vi - IV
Tense: i - bVI - bVII - i or i - iv - bVII - bVI
Mysterious: i - bVII - bVI - bVII or modal vamps
Epic Build: i - bVI - bIII - bVII
→ See references/chord-progressions.md for extended database.
[Intro] → [A] → [B] → [A'] → [Loop to A]
4 8 8 8 bars
[Intro] → [Phase1] → [Build] → [Phase2] → [Loop]
4 16 4 16 bars
Layer 1: Ambient pad (always)
Layer 2: Rhythm (add at intensity 0.3)
Layer 3: Melody (add at intensity 0.6)
Layer 4: Full power (add at intensity 0.9)
→ See references/adaptive-patterns.md for implementation details.
Effective leitmotifs are:
Transformation techniques:
| Genre | Structure | Key Elements |
|---|---|---|
| Orchestral | Theme + Variations | Full dynamics, counterpoint |
| Electronic | Build + Drop | Sidechain, filter sweeps |
| Chiptune | Simple loops | Arpeggios, limited polyphony |
| Ambient | Evolving texture | No clear rhythm, long reverb |
→ See references/genre-templates.md for detailed patterns.
/design-soundtrack - Interactive composition wizardmusic-architect agent - Detailed composition helpsonic-style-language skill - Style/mood parameters