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Game Music Pack Architect for Suno

Game Music Pack Architect for Suno

A downloadable skill for Claude Code, Codex, OpenClaw and Hermes. Turn a one-line game brief into a complete Suno music pack plan: slot architecture across the eight game states, copy-paste Styles-field prompts for every generation, the wording that stops Suno returning 10-second fragments, a forced variation matrix, loop/loudness/naming specs, and a credit budget. Built on a production run of 184 tracks across 82 codes. Instrumental game music only — no artist or franchise imitation.
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One line in. A full production plan out.

Install the skill, then say "cozy farming sim, 12 tracks, I want to sell it on an asset marketplace" — and you get back the whole plan: which tracks to make, the exact Suno Styles-field text for every generation, which prompts need length protection, how to loop and master the result, and what it will cost in credits.

📦 This is a downloadable skill, not a hosted agent. You get the files and run them in your own Claude Code, Codex, OpenClaw, or Hermes — no rate limits, no metering, no account linking. It does not generate audio; it writes the plan you execute in Suno.


What you get

11 files, plain Markdown, no dependencies and no install step:

game-music-pack-architect/
  SKILL.md                            the workflow and output contract
  README.md                           install + usage
  LICENSE.txt                         end-user licence
  references/
    01-pack-architecture.md           8 game-state slots, allocation tables, per-genre adjustments
    02-style-field-grammar.md         the Styles-field formula, articulation vocabulary, UI settings
    03-length-control.md              truncation triggers, the exact fix, genre length bias, QC pass
    04-variation-rules.md             the three axes and the minimum-two-changes law
    05-delivery-and-loops.md          loops, formats, LUFS, naming, pre-listing checklist
    06-credit-budget.md               generation math, buffer sizing, verification
    07-genre-palettes.md              12 palettes with per-slot BPM bands and scale families
    08-worked-example.md              a full reference output the skill matches

Drop the folder into ~/.claude/skills/ (or your client's equivalent) and it works.


What comes back, every time

  1. Pack summary — pack code, palette, track count, target use
  2. Slot allocation table — how the track count splits across the eight game states, with the originals-vs-variations breakdown
  3. Execution table — one row per generation: # | slot | title code | source | what varies | Styles field, the Styles field written out in full and copy-pasteable
  4. Length-risk annex — which rows got the anti-truncation clause and the exact term that earned it
  5. Delivery spec — loop handling, WAV/MP3 formats, LUFS target, file naming scheme
  6. Credit budget — generations, buffer, expected takes
  7. Execution notes — Suno UI settings, batch order, what to verify after each batch

The three failures it exists to prevent

1. Truncation. Atmospheric prompts come back as 10-second fragments. There is a specific class of words that causes it and a specific phrasing that fixes it — and a near-identical phrasing that makes it worse. In a controlled comparison, one wording recovered 6 of 8 dead codes (39 s → 87–136 s) while the other returned 23–64 s on all six attempts. The skill knows which is which, and flags every prompt that needs the clause before you spend a credit on it.

2. No architecture. A "20-track pack" with no slot plan ships as 20 similar loops. Buyers map tracks to the game states they actually have — menu, exploration, combat, boss, hub, tension, stingers, ambience. The allocation tables here come from real 30-track pack shapes, not from guesswork.

3. Fake variation. Rewording a prompt returns the same music. Variations must move at least two of three axes — lead instrument, BPM, key — and the plan states which two, for every variation row.

It also carries a genre length bias table most people never discover: identical length instructions produced a mean best-take length of 171 s for one palette and 88 s for a cartoon/casual palette in the same production run. Light genres need heavier length protection and more post-production time, and the plan says so up front instead of after you have generated.


Twelve genre palettes, ready to use

Wuxia · Noir jazz · Chiptune · Cartoon/casual · Cozy life-sim · Cyberpunk · High fantasy · Horror · Pixel adventure · Racing/sports · Sci-fi · Traditional/folk

Each with lead instruments, articulations, rhythm and harmonic bed, BPM bands per slot, scale family, production tag, and its own truncation-risk warnings.


Who this is for

  • Indie developers scoring their own game who need coverage, not a playlist
  • Asset sellers producing packs for game-asset marketplaces
  • Composers and sound designers using AI for drafts and needing a repeatable pipeline
  • Anyone whose Suno loops keep coming back too short and who does not know why

Sample

Input: cozy farming sim, 12 tracks, I want to sell it on an asset marketplace

Output (excerpt — the real answer contains all 10 rows plus 4 more sections):

Slot gen raw final
MAIN 1 2 1
EXPL 2 4 2
…
total 10 20 12
# Slot Title code What varies Styles field
2 EXPL HRVS-EXPL-01 original (fields at dawn) Sunrise farmland exploration loop, instrumental, mellow recorder melody, fingerpicked guitar arpeggios, light shaker pulse, soft cello pad, fresh and unhurried, seamless loop, steady tempo, no fade out, 92 BPM, D major, acoustic pastoral
3 EXPL HRVS-EXPL-02 instrument: recorder → accordion + mandolin · BPM 92→84 · key D→A Orchard afternoon exploration loop, instrumental, warm accordion melody, mandolin tremolo support, gentle brushed kit, low cello sustain, drowsy and golden, seamless loop, steady tempo, no fade out, 84 BPM, A major, acoustic pastoral
9 AMBI HRVS-AMBI-01 ⚠️ length-flagged (no percussion, drone bed) Quiet night barn ambience loop, instrumental, sparse felt piano notes, low cello drone, distant wind texture, no percussion, still and safe, seamless loop, consistent arrangement, no fade out, 2 minutes 30 seconds long, sustained continuous atmosphere, do not end early, 62 BPM, C major, acoustic ambient

Plus: length-risk annex · delivery spec (−16 LUFS, 200 ms crossfade loops, naming scheme) · credit budget (10 planned + 2 buffer) · execution notes.


FAQ

Does it generate the music?
No. It produces the plan and the prompts. You run them in Suno.

Where does it run?
On your machine, inside your own agent client, using your own subscription. Nothing is metered by the seller and nothing is uploaded.

Do I need an API key or a Suno connection?
No. The skill is plain Markdown instructions. It never touches your Suno account.

Which clients does it work in?
Anything supporting the Agent Skills folder format — Claude Code, Codex, OpenClaw, Hermes. It is a SKILL.md plus reference files; there is no code to run.

Which generator is it written for?
Suno's Styles field, and it names the UI settings that go with it. The architecture, variation rules and delivery specs transfer to any generator; the exact prompt grammar is Suno-shaped.

Can it do one track instead of a pack?
Yes — ask for a single slot and you get that row plus its length-risk check.

Can I ask for a pack in a genre that is not in the twelve palettes?
Yes. Describe the sound and it builds the palette from the same template.

Can I edit the files?
Yes. Change the palettes, adjust the slot tables, alter the output format — it is yours to modify for your own use. You may not redistribute or resell the files themselves; see LICENSE.txt.

Will it copy a specific game's soundtrack?
No. It will not write prompts naming an artist, composer, band, or franchise. Describe the sound you want — instrumentation, tempo, era, mood — and you get the descriptive equivalent, which is also the version that will not create a rights problem for you later.


Limits — please read before buying

  • Plans, not audio. If you want finished music files, this is the wrong product.
  • No guarantee of a specific musical result. Generators are stochastic. This raises your hit rate and cuts wasted credits; it cannot promise a given take will be good.
  • No commercial-rights clearance. Whether your generated music can be sold depends on your generator subscription tier at the moment of generation and on each storefront's own AI policy. The plan tells you what to verify — it is not legal advice and does not clear your material for sale.
  • Storefront policies change. Anything stated about a specific marketplace is as of the reference date and must be re-checked on the day you list.
  • No sales or revenue claims. A production plan is not a commercial outcome.
  • Licence. Personal or single-organisation use, including commercial projects. Redistribution or resale of the skill files is not permitted. Full terms in LICENSE.txt.