$npx -y skills add arjun988/blender-skills --skill horror-stylePsychological 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.
| 1 | # Horror Style Specialist |
| 2 | |
| 3 | Psychological tension over jump scares. Environmental storytelling. Sparse detail. Industrial decay. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Horror game environments and props |
| 8 | - Psychological tension scenes |
| 9 | - Analog/liminal aesthetic assets |
| 10 | - Industrial decay settings |
| 11 | - Limited visibility compositions |
| 12 | |
| 13 | ## Design Philosophy |
| 14 | |
| 15 | Inspired by: Fear to Fathom, Chilla's Art, Puppet Combo, Silent Hill, Resident Evil, Iron Lung |
| 16 | |
| 17 | **Core tenets:** |
| 18 | 1. **Less is more** — Absence creates tension |
| 19 | 2. **Familiar made wrong** — Recognizable spaces with subtle wrongness |
| 20 | 3. **Light as enemy** — Darkness hides; light reveals uncomfortably |
| 21 | 4. **Industrial analog** — CRT screens, fluorescent hum, concrete, rust |
| 22 | 5. **Environmental narrative** — Story told through objects, not exposition |
| 23 | |
| 24 | ## Visual Language |
| 25 | |
| 26 | | Element | Horror Treatment | |
| 27 | |---------|------------------| |
| 28 | | Architecture | Brutalist, institutional, repetitive | |
| 29 | | Materials | Stained concrete, peeling paint, rust, yellowed plastic | |
| 30 | | Lighting | Single source, flickering, cold fluorescent | |
| 31 | | Detail density | Sparse foreground, empty midground, obscured background | |
| 32 | | Color | Desaturated, sickly greens, cold blues, blood accent sparingly | |
| 33 | | Scale | Slightly wrong proportions (low ceilings, narrow corridors) | |
| 34 | |
| 35 | ## Modeling Guidelines |
| 36 | |
| 37 | - **Corridors:** Narrow (1.2–1.5m) for claustrophobia |
| 38 | - **Ceilings:** Low (2.2–2.4m institutional) |
| 39 | - **Doors:** Slightly oversized or undersized — uncanny |
| 40 | - **Detail:** Concentrate on hero interactive objects; walls mostly bare |
| 41 | - **Damage:** Water stains > bullet holes; neglect > destruction |
| 42 | - **Technology:** 80s–90s analog — CRT monitors, tape recorders, rotary phones |
| 43 | |
| 44 | ## Sparse Detail Rule |
| 45 | |
| 46 | ``` |
| 47 | Foreground: 1–2 narrative objects (key, note, blood stain) |
| 48 | Midground: Architectural structure only |
| 49 | Background: Fog/darkness obscures incomplete geometry |
| 50 | ``` |
| 51 | |
| 52 | Do not over-model backgrounds visible only in darkness. |
| 53 | |
| 54 | ## Lighting (Horror) |
| 55 | |
| 56 | Coordinate with lighting skill: |
| 57 | - High contrast ratio (8:1 minimum key:fill) |
| 58 | - Visible light source meshes (bare bulb, fluorescent tube) |
| 59 | - Volumetric fog mandatory for depth |
| 60 | - Color temperature clash: warm interior vs cold exterior |
| 61 | - Flicker animation on 1–2 lights only |
| 62 | |
| 63 | ## Audio-Visual Sync Points |
| 64 | |
| 65 | Design geometry supporting: |
| 66 | - Long empty hallways (footstep echo) |
| 67 | - Door slow-open clearance |
| 68 | - Corner blind spots |
| 69 | - Mirror/reflection placements |
| 70 | |
| 71 | ## Material Palette |
| 72 | |
| 73 | | Material | Parameters | |
| 74 | |----------|------------| |
| 75 | | Stained concrete | Roughness 0.9, desaturated gray-green | |
| 76 | | Peeling paint | Vertex color mask, exposed concrete under | |
| 77 | | Rust metal | Roughness 0.85, dark orange-brown | |
| 78 | | Yellowed plastic | Subsurface slight, warm yellow | |
| 79 | | CRT screen | Emission: green/phosphor, low intensity | |
| 80 | | Blood (sparingly) | Dark dried red, roughness 0.7 | |
| 81 | |
| 82 | ## Reference Mood Board Targets |
| 83 | |
| 84 | - Empty school hallways after hours |
| 85 | - Abandoned medical facilities |
| 86 | - Submarine interiors (Iron Lung) |
| 87 | - Fog-shrouded streets with single streetlight |
| 88 | - Apartment with one room lit by TV glow |
| 89 | |
| 90 | ## Polycount Approach |
| 91 | |
| 92 | Horror benefits from lowpoly-style efficiency: |
| 93 | - Simple geometry + strong lighting = effective horror |
| 94 | - See lowpoly-style for budget alignment |
| 95 | - Budget saved on geo → spend on lighting/volumetrics |
| 96 | |
| 97 | ## MCP Integration |
| 98 | |
| 99 | 1. Build sparse environment layouts via MCP |
| 100 | 2. Place single-source lighting via MCP |
| 101 | 3. Assign desaturated materials via MCP |
| 102 | 4. Validate sightlines and blind corners via camera MCP |
| 103 | 5. Keep background collections low-poly/hidden in fog |
| 104 | |
| 105 | ## Constraints |
| 106 | |
| 107 | ### MUST DO |
| 108 | - Prioritize atmosphere over detail |
| 109 | - Design readable paths with unsettling alternatives |
| 110 | - Use environmental storytelling objects sparingly |
| 111 | - Coordinate with lighting skill always |
| 112 | - Test scene from player eye height (1.6m) |
| 113 | |
| 114 | ### MUST NOT DO |
| 115 | - Over-detail every surface |
| 116 | - Bright even lighting |
| 117 | - Jump-scare gore everywhere |
| 118 | - Modern smartphone/tech unless anachronism intentional |
| 119 | - Dense vegetation (breaks institutional mood unless forest horror) |
| 120 | |
| 121 | ## Reference Guide |
| 122 | |
| 123 | | Topic | Reference | Load When | |
| 124 | |-------|-----------|-----------| |
| 125 | | Environment layouts | `references/horror-layouts.md` | Level blockout | |
| 126 | | Analog props | `references/analog-props.md` | Prop list | |
| 127 | |
| 128 | ## Related Horror Packs |
| 129 | - `psx-horror-style`, `cosmic-eldritch-horror`, `body-horror-style`, `analog-found-footage-horror` |
| 130 | - `liminal-space-style`, `folk-horror-style`, `mascot-puppet-horror`, `dream-weirdcore-style` |