Agent skill

Horror Style

by arjun988 in arjun988/blender-skills

Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung.

MITAuto-check passedGame Development

Install Horror Style

skills CLI
$ npx skills add arjun988/blender-skills --skill horror-style -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install arjun988/blender-skills horror-style --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/horror-style .claude/skills/horror-style && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
horror-style
GitHub stars
283
Token cost
~1.3k tokens
SKILL.md length
472 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung.

  • Works in 5 steps: Less is more — Absence creates tension → Familiar made wrong — Recognizable… → Light as enemy — Darkness hides; light… → …
  • Sparse industrial environments
  • SKILL.md covers When to Use, Design Philosophy, Visual Language and Modeling Guidelines, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Horror Style is an agent skill from arjun988/blender-skills. 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.

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/analog-props.md` and `references/horror-layouts.md`).

It sits in Game Development. It works with Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Sparse industrial environments
  • Analog aesthetics
  • Tension-driven lighting

Example prompts

  • “/horror-style”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  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

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Horror Style loads about 1.3k tokens when it runs, and up to ~1.8k if it reads all its reference files. Until then it costs about 60 tokens; SKILL.md has 472 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~60
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 472 words, ~1,258 tokens.

Download SKILL.mdSave it as .claude/skills/horror-style/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
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
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
horror, psychological horror, scary, Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, Iron Lung, creepy, unsettling
metadata.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

ElementHorror Treatment
ArchitectureBrutalist, institutional, repetitive
MaterialsStained concrete, peeling paint, rust, yellowed plastic
LightingSingle source, flickering, cold fluorescent
Detail densitySparse foreground, empty midground, obscured background
ColorDesaturated, sickly greens, cold blues, blood accent sparingly
ScaleSlightly 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

MaterialParameters
Stained concreteRoughness 0.9, desaturated gray-green
Peeling paintVertex color mask, exposed concrete under
Rust metalRoughness 0.85, dark orange-brown
Yellowed plasticSubsurface slight, warm yellow
CRT screenEmission: green/phosphor, low intensity
Blood (sparingly)Dark dried red, roughness 0.7
Show full SKILL.md (174 more words)Show less

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

TopicReferenceLoad When
Environment layoutsreferences/horror-layouts.mdLevel blockout
Analog propsreferences/analog-props.mdProp list
  • 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

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/horror-style of arjun988/blender-skills.

  • SKILL.md
  • references/analog-props.md
  • references/horror-layouts.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Horror Style next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Horror Style compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Horror Style this skillarjun988/blender-skills283—~1.3kAutomated safety check: PassMIT
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0
3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.1k—~2kAutomated safety check: PassMIT
Blender Image To 3Dmajidmanzarpour/blender-game-skills135—~5.7kAutomated safety check: PassMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone

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Works with

Questions about Horror Style

What does Horror Style do?

Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Horror Style is an agent skill from arjun988/blender-skills. Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung.

When should I use Horror Style?

Horror Style fits situations like: sparse industrial environments; analog aesthetics; tension-driven lighting.

How do I install Horror Style in Claude Code?

Run `npx skills add arjun988/blender-skills --skill horror-style -a claude-code`. Or copy the skill folder (.claude/skills/horror-style in arjun988/blender-skills) into .claude/skills/horror-style in your project. Claude Code loads it when a task matches its description.

How do I install Horror Style in Codex?

Run `npx skills add arjun988/blender-skills --skill horror-style -a codex`. Or copy the skill folder (.claude/skills/horror-style in arjun988/blender-skills) into .agents/skills/horror-style in your project. Codex loads it when a task matches its description.

Can I use Horror Style in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add arjun988/blender-skills --skill horror-style -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/horror-style, .gemini/skills/horror-style, .github/skills/horror-style and .opencode/skills/horror-style in your project.

What does Horror Style need to run?

SKILL.md names no scripts, command-line tools or credentials: Horror Style is instructions for the agent only.

Does Horror Style access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Horror Style safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Horror Style use?

Horror Style is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Horror Style use?

About 1.3k tokens (SKILL.md is roughly 5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 493 tokens, read only when the agent opens those files.

What are the alternatives to Horror Style?

Skills that share tags, products or a category with Horror Style: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Horror Style?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 283 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.