--- 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`