Skills Guide
Full catalog of 94 specialist skills with decision trees and workflow pipelines. Start complex work with blender-director. Genre, style, world, and mood packs include deeper subtype docs under each skill's references/ folder.
Decision Trees
What are you making?
Everyday prop → prop-artist
Hard surface / weapon → hard-surface
Vehicle / mech → vehicle-artist
Environment → environment-artist
Vegetation → vegetation-artist
Character → character-artist
Creature → creature-artist
FX / destruction → vfx-fx / physics-sim
Style / mood / world?
Anime / cel → anime-style
Pixel / HD-2D → pixel-art / hd-2d
Liminal / Backrooms → liminal-space-style
Cyberpunk / steampunk → sci-fi-punk-worlds
Cozy / neon / gritty → mood skills
PS1–PS5 / VHS → visual-console-eras
Unspecified → blender-director
Gameplay genre?
FPS / BR / extraction → genre-shooter
RPG / JRPG / MMO → genre-rpg
Soulslike → genre-soulslike
Strategy / city sim → genre-strategy-sim
Metroidvania / roguelike → genre-metroidvania-roguelike
Open world → genre-open-world-sandbox
VN / walking sim → genre-narrative-vn
Workflow Pipelines
Hero Hard Surface Prop
Everyday Hero Prop
Game Vehicle
Game Character
Soulslike Ruins
Liminal Backrooms
Cyberpunk Street
HD-2D Dungeon
Horror Environment
Cozy Farming Sim
Cinematic Shot
Reference Image Match
How genre & style packs work
Long subtype lists (steampunk, Backrooms, JRPG, vaporwave, Silent Hill, etc.) are covered as pack skills + reference docs — not hundreds of one-line skills. Example: ask for steampunk → agent loads sci-fi-punk-worlds → opens references/steampunk.md. Ask for Backrooms → liminal-space-style → references/backrooms.md.
Skill Index (94)
Every skill below is available in both .claude/skills/ and .cursor/skills/.
Orchestration (1)
Pipeline planning, skill routing, and production briefs. Start here for complex multi-skill tasks.
blender-director
Analyzes the request, locks genre/style/world, selects specialists, outputs a production brief, and orchestrates MCP execution through validation and export.
Modeling Disciplines (9)
Specialist modelers for props, vehicles, environments, vegetation, characters, and creatures.
blender-modeler
General Edit Mode modeling, modifiers, collections, blockouts, and scene organization.
hard-surface
Sci-fi, weapons, industrial, and mechanical assets with boolean/bevel, panel lines, and greebles.
prop-artist
Everyday and hero props, furniture, tools, household objects, and kitbash libraries with real-world scale.
vehicle-artist
Cars, trucks, aircraft, ships, mechs, and transit assets with proportion blockout, LODs, and object splits.
environment-artist
Modular kits, terrain, architecture, and game-optimized environment pipelines.
vegetation-artist
Trees, plants, grass cards, leaf atlases, canopy LODs, and wind vertex-color prep.
character-artist
Human anatomy, facial topology, clothing base meshes, and animation-ready characters.
creature-artist
Monsters, fantasy creatures, aliens, and organic design with believable anatomy.
character-archetypes
Race/role kits — elf, dwarf, orc, vampire, mecha, knight, assassin, and more — with silhouette rules.
Production Workflow (8)
Sculpt → retopo → UV → materials → textures, plus hair, cloth, and lookdev loops.
sculpting
High-frequency detail with Dyntopo, multires, brushes, alphas, wrinkles, and damage.
retopology
Animation-ready quad-dominant meshes with proper edge loops and efficient flow.
uv-workflow
Seams, packing, texel density, UDIM, lightmap UVs, and modular layouts.
materials
PBR and stylized materials for metal, wood, concrete, fabric, glass, and procedural shaders.
texture-workflow
Baking AO/curvature/normals, ORM packing, atlases, and texture memory optimization.
hair-groom
Curves/particle grooms and game hair-card atlases with scalp flow regions.
cloth-sim
Garment blockout, pin groups, cloth sim, and bake to shape keys or caches.
lookdev
Material + light + camera review loop with grey passes and screenshot iterations.
Technical Skills (9)
Procedural systems, lighting, cameras, rendering, compositing, animation, rigging, VFX, and physics.
geometry-nodes
Scatter systems, procedural vegetation/buildings/cables, and reusable node groups.
lighting
Three-point, HDRI, horror lighting, volumetrics, rim lights, and mood illumination.
camera-cinematography
Framing, lenses, composition, DoF, and motivated camera animation beyond basic renders.
rendering
Cycles/Eevee sampling, denoising, passes, AgX color management, and delivery.
compositing
Beauty stacks, pass recombination, grade, glare, and delivery outputs.
animation
Walk/run/idle, combat, mechanical motion, Graph Editor, and NLA workflows.
rigging
Armatures, IK/FK, constraints, weight painting, mechanical and facial rigs.
vfx-fx
Smoke, fire, particles, trails, and Geometry Nodes FX for cinematic or game flipbooks.
physics-sim
Rigid body, soft body, destruction, constraints, and baked caches.
Pipeline & Delivery (12)
Scene assembly, optimization, LODs, collision, engine-specific export, QA, and archviz delivery.
procedural-modeling
Rocks, buildings, vegetation, roads, terrain, pipes, and cables via GN/modifiers.
scene-assembly
Large layouts, collections, linking, overrides, and streaming-friendly organization.
set-dressing
Narrative prop clusters, density control, and environmental storytelling placement.
asset-optimization
Polycount, topology, UV efficiency, naming, and game-ready validation gate.
lod-pipeline
Dedicated LOD generation, naming, screen-size targets, and silhouette validation.
collision-proxy
UCX/convex hulls, capsules, boxes, and engine collider naming.
export-pipeline
Generic FBX/GLTF/OBJ/USD/Alembic export with scale, pivot, and normals checks.
unity-export
Unity-specific scale, materials, humanoid/generic rigs, LODs, and colliders.
unreal-export
Unreal FBX, centimeter awareness, UCX collision, LOD chains, and sockets.
godot-export
Godot GLTF/GLB export with clean hierarchy and PBR materials.
qa-review
Screenshot-backed checklist gate with explicit SHIP / NO-SHIP verdicts.
archviz
Architectural visualization — real-world scale, cameras, materials, and stills delivery.
Core Style Specialists (8)
Foundational art-direction skills that lock visual language before modeling.
horror-style
Psychological horror — sparse industrial spaces, analog aesthetics, tension lighting.
psx-horror-style
PS1/PSX crunchy horror — low budgets, fog, nearest textures, VHS-adjacent presentation.
lowpoly-style
PS1/PS2 / Lethal Company aesthetic — readable silhouettes, minimal polys.
anime-style
Cel shading, hard color breaks, anime proportions, and toon stacks.
voxel-style
Minecraft-adjacent block grid modeling with limited palettes.
isometric-style
True-iso / dimetric cameras, tile footprints, and strategy-game readability.
stylized-style
Broad NPR — shape language, exaggeration, hand-painted-friendly pipelines.
realistic-style
Photoreal AAA PBR, photogrammetry cleanup, and cinematic realism.
Extended Art Styles (15)
Genre-specific looks from cartoon and comic to pixel, painterly, craft, and retro eras.
cartoon-style
Bold graphic shapes, squash-stretch readability, and limited palettes.
comic-book-style
Ink-ready contrast, contour support, and optional halftone language.
manga-style
Value-first manga staging, screentone feel, and panel emphasis.
pixel-art-style
Texel-locked pixel discipline and nearest-filter intent for 3D-assisted pixel looks.
hand-painted-style
Brushwork albedo, soft values, and restrained PBR for painted games.
painterly-style
Watercolor and oil-painting looks with pigment texture and soft edges.
stop-motion-craft-style
Claymation, paper craft, and handmade physical-material cues.
chibi-style
Super-deformed proportions — oversized heads and cute silhouettes.
noir-style
High-contrast noir lighting, wet streets, and mono/limited-color grades.
minimalist-style
Reduced forms, negative space, and limited color systems.
vector-style
Flat fills, sharp silhouettes, and UI-like graphic clarity.
retro-8bit-style
NES-era constraints — severe palettes and chunky reads.
retro-16bit-style
SNES/Genesis-era richer palettes with texel discipline.
hd-2d-style
Pixel characters on soft 3D stages with theatrical DoF and lighting.
frutiger-aero-style
Glossy mid-2000s futurism — aqua, bubbles, nature-tech optimism.
Horror Packs (8)
Subtype horror direction — cosmic, body, analog, liminal, folk, mascot, dreamcore, and indie references.
cosmic-eldritch-horror
Lovecraftian scale, non-Euclidean cues, and incomprehensible forms.
body-horror-style
Mutation, flesh wrongness, and visceral material storytelling.
analog-found-footage-horror
VHS/CRT/found-footage camera language and tape damage in comp.
liminal-space-style
Backrooms, empty malls/schools, poolrooms — familiar emptiness.
folk-horror-style
Pastoral daylight dread, rural ritual, and community wrongness.
mascot-puppet-horror
Cute brand/puppet characters corrupted — felt, foam, dead eyes.
dream-weirdcore-style
Dreamcore/weirdcore/traumacore nostalgic surreal dread.
indie-horror-aesthetics
Silent Hill, Fear to Fathom, Puppet Combo, corporate/cabin/hospital lanes.
Worlds & Themes (5)
World-building packs. Open each skill’s references for subtypes (steampunk, western, wasteland, jungle, …).
fantasy-worlds
Medieval, high fantasy, dark fantasy, and urban fantasy material languages.
sci-fi-punk-worlds
Hard sci-fi, space, cyberpunk, steampunk, diesel/atom/solar/bio/clockpunk.
historical-worlds
Western, pirate, samurai/ninja, Viking, ancients, Victorian, military eras.
apocalypse-worlds
Post-apoc, zombie, alien invasion, dystopia/utopia, post-human ruins.
biome-worlds
Underwater, desert, arctic, jungle, underground, and floating islands.
Atmosphere & Mood (5)
Mood overlays that tune lighting, palette, clutter, and camera feel.
cozy-wholesome-mood
Warm light, soft shapes, safe clutter — cozy/cute/peaceful scenes.
dark-gritty-mood
Dark, grim, rusty, abandoned, industrial, lonely, melancholic tones.
dream-surreal-mood
Dreamlike, surreal, mysterious, mystical, chaotic atmosphere.
neon-retrofuturism
Neon, vaporwave, synthwave, and retrofuturistic dusk palettes.
brutalist-mood
Monumental raw concrete, austere composition, human-scale contrast.
Gameplay Genre Direction (13)
Art-direction rules for gameplay genres — readability, landmarks, cover, loot, and camera language.
genre-action-combat
Action, hack-and-slash, beat ’em up, fighting — readable arenas and breakables.
genre-shooter
FPS/TPS, battle royale, extraction — sightlines, cover, POI landmarking.
genre-rpg
RPG/JRPG/CRPG/ARPG/MMO — region identity, hubs, loot rarity reads.
genre-survival
Survival and survival-horror — resource reads, crafting benches, risk routes.
genre-stealth
Shadow volumes, patrol layouts, and concealment materials.
genre-puzzle-platformer
Interactable pop, hazard language, and honest jump volumes.
genre-metroidvania-roguelike
Room modules, ability gates, biome mastery, run-readable props.
genre-soulslike
Monumental melancholy, fog gates, bonfire landmarks, lethal silhouettes.
genre-strategy-sim
RTS/TBS/TD/MOBA, city/colony/life/farming sims — iconic buildings at zoom.
genre-racing-sports
Track landmarks, stadium kits, and high-speed edge clarity.
genre-narrative-vn
Visual novel, interactive movie, walking sim — emotion cameras and plates.
genre-card-party-idle
Card/deck builder, party, idle/incremental, rhythm, educational stages.
genre-open-world-sandbox
Open world/sandbox — biome borders, landmarks, discovery crumbs.
Visual Eras (1)
Console and media-era presentation constraints from PS1 crunch to modern PBR and tape looks.
visual-console-eras
PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation stacks.
Naming Conventions
| Asset Type | Prefix | Example |
|---|---|---|
| Collections | COL_ | COL_Weapon_Rifle_A |
| Meshes | SM_ | SM_Weapon_Rifle_A |
| Materials | MAT_ | MAT_Weapon_Rifle_A |
| Textures | T_ | T_Weapon_Rifle_A |
| Animations | AN_ | AN_Weapon_Rifle_A |
| Armatures | ARM_ | ARM_Weapon_Rifle_A |
| Geo Node Groups | GN_ | GN_Weapon_Rifle_A |
| Cameras | CAM_ | CAM_Weapon_Rifle_A |
| Lights | LGT_ | LGT_Weapon_Rifle_A |
| Unreal Collision | UCX_ | UCX_SM_Crate_01 |
| FX | FX_ | FX_Emit_Sparks |