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/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.

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blender-skills
19394 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill horror-style --agent claude-code

How 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.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • 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.

SKILL.md

horror-style.SKILL.md
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

Horror Style Specialist

Psychological tension over jump scares. Environmental storytelling. Sparse detail. Industrial decay.

When to Use

  • Horror game environments and props
  • Psychological tension scenes
  • Analog/liminal aesthetic assets
  • Industrial decay settings
  • Limited visibility compositions

Design Philosophy

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

Visual Language

| 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) |

Modeling Guidelines

  • **Corridors:** Narrow (1.2–1.5m) for claustrophobia
  • **Ceilings:** Low (2.2–2.4m institutional)
  • **Doors:** Slightly oversized or undersized — uncanny
  • **Detail:** Concentrate on hero interactive objects; walls mostly bare
  • **Damage:** Water stains > bullet holes; neglect > destruction
  • **Technology:** 80s–90s analog — CRT monitors, tape recorders, rotary phones

Sparse Detail Rule

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.

Lighting (Horror)

Coordinate with lighting skill:

  • High contrast ratio (8:1 minimum key:fill)
  • Visible light source meshes (bare bulb, fluorescent tube)
  • Volumetric fog mandatory for depth
  • Color temperature clash: warm interior vs cold exterior
  • Flicker animation on 1–2 lights only

Audio-Visual Sync Points

Design geometry supporting:

  • Long empty hallways (footstep echo)
  • Door slow-open clearance
  • Corner blind spots
  • Mirror/reflection placements

Material Palette

| 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 |

Reference Mood Board Targets

  • Empty school hallways after hours
  • Abandoned medical facilities
  • Submarine interiors (Iron Lung)
  • Fog-shrouded streets with single streetlight
  • Apartment with one room lit by TV glow

Polycount Approach

Horror benefits from lowpoly-style efficiency:

  • Simple geometry + strong lighting = effective horror
  • See lowpoly-style for budget alignment
  • Budget saved on geo → spend on lighting/volumetrics

MCP Integration

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

Constraints

MUST DO

  • Prioritize atmosphere over detail
  • Design readable paths with unsettling alternatives
  • Use environmental storytelling objects sparingly
  • Coordinate with lighting skill always
  • Test scene from player eye height (1.6m)

MUST NOT DO

  • Over-detail every surface
  • Bright even lighting
  • Jump-scare gore everywhere
  • Modern smartphone/tech unless anachronism intentional
  • Dense vegetation (breaks institutional mood unless forest horror)

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Environment layouts | `references/horror-layouts.md` | Level blockout | | Analog props | `references/analog-props.md` | Prop list |

Related Horror Packs

  • `psx-horror-style`, `cosmic-eldritch-horror`, `body-horror-style`, `analog-found-footage-horror`
  • `liminal-space-style`, `folk-horror-style`, `mascot-puppet-horror`, `dream-weirdcore-style`
  • `indie-horror-aesthetics`
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