analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill horror-style --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill horror-style -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill horror-style -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill horror-style -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill horror-style -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill horror-style -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill horror-style -a windsurf -y
name: horror-style description: 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. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: horror, psychological horror, scary, Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, Iron Lung, creepy, unsettling related-skills: lighting, environment-artist, lowpoly-style, materials
Psychological tension over jump scares. Environmental storytelling. Sparse detail. Industrial decay.
Inspired by: Fear to Fathom, Chilla's Art, Puppet Combo, Silent Hill, Resident Evil, Iron Lung
**Core tenets:** 1. **Less is more** — Absence creates tension 2. **Familiar made wrong** — Recognizable spaces with subtle wrongness 3. **Light as enemy** — Darkness hides; light reveals uncomfortably 4. **Industrial analog** — CRT screens, fluorescent hum, concrete, rust 5. **Environmental narrative** — Story told through objects, not exposition
| Element | Horror Treatment | |---------|------------------| | Architecture | Brutalist, institutional, repetitive | | Materials | Stained concrete, peeling paint, rust, yellowed plastic | | Lighting | Single source, flickering, cold fluorescent | | Detail density | Sparse foreground, empty midground, obscured background | | Color | Desaturated, sickly greens, cold blues, blood accent sparingly | | Scale | Slightly wrong proportions (low ceilings, narrow corridors) |
Foreground: 1–2 narrative objects (key, note, blood stain) Midground: Architectural structure only Background: Fog/darkness obscures incomplete geometry
Do not over-model backgrounds visible only in darkness.
Coordinate with lighting skill:
Design geometry supporting:
| Material | Parameters | |----------|------------| | Stained concrete | Roughness 0.9, desaturated gray-green | | Peeling paint | Vertex color mask, exposed concrete under | | Rust metal | Roughness 0.85, dark orange-brown | | Yellowed plastic | Subsurface slight, warm yellow | | CRT screen | Emission: green/phosphor, low intensity | | Blood (sparingly) | Dark dried red, roughness 0.7 |
Horror benefits from lowpoly-style efficiency:
1. Build sparse environment layouts via MCP 2. Place single-source lighting via MCP 3. Assign desaturated materials via MCP 4. Validate sightlines and blind corners via camera MCP 5. Keep background collections low-poly/hidden in fog
| Topic | Reference | Load When | |-------|-----------|-----------| | Environment layouts | `references/horror-layouts.md` | Level blockout | | Analog props | `references/analog-props.md` | Prop list |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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