/horror-style
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
$ npx -y skills add arjun988/blender-skills --skill horror-style --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.
- You can call itInvoke it directly when you want it.
- Slash command
/horror-style
Context preview
The summary Claude sees to decide when to auto-load this skill.
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Other skills on blender-skills.
- /analog-found-footage-horror
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Open skill - /animation
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
Open skill - /anime-style
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Open skill - /apocalypse-worlds
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Open skill - /archviz
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Open skill - /asset-optimization
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
Open skill

