Create sound and visual feedback
Read shared context, ready preferences and the relevant gameplay/animation events. Use the configured audio and image routes, credit limits and required delivery. Load a provider's audio/video skill only when it actually matches the requested output.
Make a small cue list for the scoped loop: action, success/failure, interaction, ambience, UI and music as appropriate. Distinguish cues the player needs to react to from decoration. Avoid creating a large library before verifying how the representative sounds work in-game.
Sound
Retain editable sources and export runtime formats that suit the target platform. Trim silence deliberately, avoid clicks at loop boundaries and check levels together in the scene. Use buses for music, effects and UI where useful, with independent player settings. Check repeated short cues, polyphony, distance falloff and clipping. Match musical loops and transitions to the intended pacing.
Use original or appropriately licensed material and retain provenance. Generated output does not remove the need to inspect artifacts, loop quality or the applicable usage terms. Keep purchased assets and service credits within the approved budget.
Visual effects
Tie effects and hit/impact feedback to gameplay or animation events. Verify the actual contact/apex moment rather than aligning a particle burst only to the start of a clip. Keep the actor silhouette and gameplay area readable, with clear directional and non-color information where needed.
Choose particles, meshes, sprites or shaders based on the presentation and renderer. Limit transparent overlap, lights and emission to the target budget. Test effects on varied backgrounds, at the intended camera size, under repeated actions and pause/resume. Respect reduced-motion and flashing constraints.
For Blender-authored effect meshes or rendered particle/simulation sequences, use the local CLI workflow. Save the procedural source and bake stateful simulations before independent frame renders. Export suitable geometry or sprite sheets; author interactive runtime particles and shaders in Godot as needed rather than assuming Blender's node graphs or simulation caches transfer through GLB.
Provide a short actual engine capture with sound or clear timing evidence. Record source/export paths, cue/event mapping, loop behavior and any remaining limits. Do not describe a silent render or isolated sound preview as a verified integrated mix.