
Claude Skills by arjun988
github.com/arjun988Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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.
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
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.
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.
Body horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.
Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.
Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.
Cartoon art direction for Blender with squash-stretch readable shapes, bold colors, and graphic silhouettes for games and animation.
Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).
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.
Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.
Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
Comic book and graphic-novel art direction for Blender with ink-line emphasis, halftone cues, and high-contrast framing.
Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
Cosmic, eldritch, and Lovecraftian horror art direction for Blender with non-Euclidean cues, impossible scale, and incomprehensible forms.
Cozy, cute, wholesome, relaxing, and peaceful mood direction for Blender assets and scenes.
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.
Dark, grim, gritty, rusty, abandoned, decayed, industrial, lonely, and melancholic mood direction for Blender.
Dreamlike, surreal, mysterious, mystical, hopeful, and chaotic mood direction for Blender scenes.
Dreamcore, weirdcore, and traumacore-inspired art direction for Blender with nostalgic wrongness, liminal nostalgia, and surreal childhood spaces.
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.
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
Fantasy world-building art direction for Blender covering medieval, high fantasy, dark fantasy, and urban fantasy asset language.
Folk horror art direction for Blender with rural ritual uncanny, pastoral daylight dread, and community-wrongness storytelling.
Frutiger Aero art direction for Blender with glossy skeuomorphism, aqua UI cues, nature-tech optimism, and mid-2000s futurism.
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.
Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.
Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.
Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.
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.
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
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.
Hand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.
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.
HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.