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horror-style

面向 Blender 资产与关卡的心理恐怖美术指导,给出设计原则、建筑尺度、稀疏细节规则、灯光对比与雾效要求、材质参数表以及环境叙事建议,并附布局与模拟道具参考文档。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:57
分类:创作依赖:MCP 服务应用场景:图像生成 / 故事创作

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执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/horror-style
Metadata
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