arjun988.
93 skills across 1 repo
- 100/100
analog-found-footage-horror
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
- 100/100
animation
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
- 100/100
anime-style
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
- 100/100
apocalypse-worlds
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
- 100/100
archviz
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
- 100/100
asset-optimization
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
- 100/100
biome-worlds
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
- 100/100
blender-director
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
- 100/100
blender-modeler
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
- 100/100
body-horror-style
Body horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.
- 100/100
brutalist-mood
Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.
- 100/100
camera-cinematography
Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.
- 100/100
cartoon-style
Cartoon art direction for Blender with squash-stretch readable shapes, bold colors, and graphic silhouettes for games and animation.
- 100/100
character-archetypes
Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).
- 100/100
character-artist
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
- 100/100
chibi-style
Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.
- 100/100
cloth-sim
Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
- 100/100
collision-proxy
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
- 100/100
comic-book-style
Comic book and graphic-novel art direction for Blender with ink-line emphasis, halftone cues, and high-contrast framing.
- 100/100
compositing
Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
- 100/100
cosmic-eldritch-horror
Cosmic, eldritch, and Lovecraftian horror art direction for Blender with non-Euclidean cues, impossible scale, and incomprehensible forms.
- 100/100
cozy-wholesome-mood
Cozy, cute, wholesome, relaxing, and peaceful mood direction for Blender assets and scenes.
- 100/100
creature-artist
AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.
- 100/100
dark-gritty-mood
Dark, grim, gritty, rusty, abandoned, decayed, industrial, lonely, and melancholic mood direction for Blender.
- 100/100
dream-surreal-mood
Dreamlike, surreal, mysterious, mystical, hopeful, and chaotic mood direction for Blender scenes.
- 100/100
dream-weirdcore-style
Dreamcore, weirdcore, and traumacore-inspired art direction for Blender with nostalgic wrongness, liminal nostalgia, and surreal childhood spaces.
- 100/100
environment-artist
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
- 100/100
export-pipeline
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
- 100/100
fantasy-worlds
Fantasy world-building art direction for Blender covering medieval, high fantasy, dark fantasy, and urban fantasy asset language.
- 100/100
folk-horror-style
Folk horror art direction for Blender with rural ritual uncanny, pastoral daylight dread, and community-wrongness storytelling.
- 100/100
frutiger-aero-style
Frutiger Aero art direction for Blender with glossy skeuomorphism, aqua UI cues, nature-tech optimism, and mid-2000s futurism.
- 100/100
genre-action-combat
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.
- 100/100
genre-card-party-idle
Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
- 100/100
genre-metroidvania-roguelike
Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.
- 100/100
genre-narrative-vn
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
- 100/100
genre-open-world-sandbox
Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
- 100/100
genre-puzzle-platformer
Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.
- 100/100
genre-racing-sports
Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.
- 100/100
genre-rpg
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
- 100/100
genre-shooter
Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.
- 100/100
genre-soulslike
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
- 100/100
genre-stealth
Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
- 100/100
genre-strategy-sim
Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.
- 100/100
genre-survival
Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.
- 100/100
geometry-nodes
Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
- 100/100
godot-export
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
- 100/100
hair-groom
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
- 100/100
hand-painted-style
Hand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.
- 100/100
hard-surface
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
- 100/100
hd-2d-style
HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.
- 100/100
historical-worlds
Historical and period world art direction for Blender including Western, pirate, samurai/ninja, Viking, ancient Egypt/Greece/Rome, Victorian, modern, and military eras.
- 100/100
horror-style
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.
- 100/100
indie-horror-aesthetics
Indie horror aesthetic pack for Blender covering Silent Hill, Fear to Fathom, Puppet Combo, corporate horror, cabin/forest/hospital horror, and related looks.
- 100/100
isometric-style
Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
- 100/100
lighting
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
- 100/100
liminal-space-style
Liminal space and Backrooms art direction for Blender with empty transitional architecture, wrong familiarity, and endless repetition.
- 100/100
lod-pipeline
Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
- 100/100
lookdev
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
- 100/100
lowpoly-style
Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.
- 100/100
manga-style
Manga-inspired art direction for Blender emphasizing monochrome value design, speed lines, screentone feel, and manga panel staging.
- 100/100
mascot-puppet-horror
Mascot and puppet horror art direction for Blender with cheerful brand characters made wrong, felt/foam materials, and uncanny performance.
- 100/100
materials
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
- 100/100
minimalist-style
Minimalist and abstract-leaning art direction for Blender with reduced forms, limited palettes, and negative space.
- 100/100
neon-retrofuturism
Neon, vaporwave, synthwave, and retrofuturistic mood/art direction for Blender with grid horizons, chrome, and dusk palettes.
- 100/100
noir-style
Noir art direction for Blender with high-contrast lighting, wet streets, silhouettes, and monochrome or limited-color grading.
- 100/100
painterly-style
Painterly art direction spanning watercolor and oil-painting looks for Blender using soft edges, pigment texture, and illustrative lighting.
- 100/100
physics-sim
Rigid body, soft body, and destruction setups in Blender including constraints, cell fracture debris, and baked caches via MCP.
- 100/100
pixel-art-style
Pixel-art and texel-constrained art direction for Blender assets destined for pixel rendering, low-res textures, or HD-2D-adjacent pixel reads.
- 100/100
procedural-modeling
Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
- 100/100
prop-artist
Everyday and hero prop modeling for furniture, tools, household objects, kitbash parts, and readable game props. Use when hard-surface is too sci-fi/mechanical and the asset is a grounded prop.
- 100/100
psx-horror-style
PS1/PSX-era horror art direction combining low-poly affine textures, limited color depth, fog, and psychological horror staging for Blender assets.
- 100/100
realistic-style
Photorealistic AAA art direction for Blender including photogrammetry cleanup, real-world scale, high-poly workflows, PBR accuracy, and scan optimization. Use for cinematic and AAA game realism.
- 100/100
rendering
Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.
- 100/100
retopology
Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP.
- 100/100
retro-16bit-style
Retro 16-bit art direction for Blender-assisted SNES/Genesis-era color richness, dither cues, and sprite-like clarity.
- 100/100
retro-8bit-style
Retro 8-bit art direction for Blender-assisted pixel/low-res aesthetics inspired by NES-era constraints.
- 100/100
rigging
Production rigging in Blender with armatures, IK/FK, constraints, weight painting, mechanical rigs, facial rigs, and drivers. Use before animation on deforming assets via MCP.
- 100/100
scene-assembly
Large scene layout in Blender with collections, linking, overrides, streaming-friendly organization, and set assembly via MCP.
- 100/100
sci-fi-punk-worlds
Sci-fi and punk world art direction for Blender including hard sci-fi, space, cyberpunk, steampunk, dieselpunk, atompunk, solarpunk, biopunk, and clockpunk.
- 100/100
sculpting
Blender sculpting for organic and hard surface detail using Dyntopo, multiresolution, brushes, alpha workflow, wrinkles, and damage. Use when high-frequency surface detail is needed before retopology in Blender via MCP.
- 100/100
set-dressing
Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
- 100/100
stop-motion-craft-style
Stop-motion and craft aesthetics for Blender including claymation, paper craft, and handmade physical-material cues.
- 100/100
stylized-style
Stylized art direction for Blender with shape language, exaggeration, color harmony, NPR rendering, and hand-painted asset workflows. Use for non-photorealistic game and animation projects.
- 100/100
texture-workflow
Production texture workflow for atlases, baking AO/curvature/normal/roughness maps, decals, and texture memory optimization. Use for game-ready texture pipelines in Blender via MCP.
- 100/100
unity-export
Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
- 100/100
unreal-export
Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
- 100/100
uv-workflow
Production UV unwrapping for seam placement, UV packing, texel density, UDIM, lightmap UVs, and modular UV layouts. Use when preparing meshes for texturing and engine export in Blender via MCP.
- 100/100
vector-style
Vector-clean art direction for Blender with flat fills, sharp silhouettes, and UI-like graphic clarity.
- 100/100
vegetation-artist
Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.
- 100/100
vehicle-artist
Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
- 100/100
vfx-fx
Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.
- 100/100
visual-console-eras
Visual era art direction for Blender covering PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation.
- 100/100
voxel-style
Voxel and Minecraft-adjacent art direction for Blender with block grid modeling, limited palettes, and chunk-friendly assets.