# Horror Style

Psychological horror art direction for Blender assets inspired by Silent Hill, Resident...

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill horror-style -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill horror-style -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill horror-style -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill horror-style -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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)

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/horror-style/SKILL.md
