arabold
@arabold
Public Skills
blender-director
by arabold
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.
assets
by arabold
Use when creating, customizing, previewing, or exporting 3D characters, monsters, items, or accessories using the project's asset-studio/ pipeline (and blender-mcp when needed), or when fetching external CC0 3D asset packs.
code-simplify
by arabold
Review the current diff in this repo for reuse, simplification, efficiency and altitude cleanups, then apply the fixes and verify them. Tuned for both halves of the codebase: the asset-studio/ Python pipeline (procedural meshes, recipes, shading, export) and the Godot 4.7 C#/GDScript game. Runs four review subagents in parallel. Quality only; it does not hunt for correctness bugs.
export-pipeline
by arabold
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
biome-worlds
by arabold
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
genre-stealth
by arabold
Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
blender-modeler
by arabold
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.
genre-metroidvania-roguelike
by arabold
Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.
animation
by arabold
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
asset-optimization
by arabold
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.
character-archetypes
by arabold
Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).
character-artist
by arabold
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.
creature-artist
by arabold
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.
genre-soulslike
by arabold
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
collision-proxy
by arabold
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
dark-gritty-mood
by arabold
Dark, grim, gritty, rusty, abandoned, decayed, industrial, lonely, and melancholic mood direction for Blender.
fantasy-worlds
by arabold
Fantasy world-building art direction for Blender covering medieval, high fantasy, dark fantasy, and urban fantasy asset language.
chibi-style
by arabold
Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.
camera-cinematography
by arabold
Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.
environment-artist
by arabold
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.
cloth-sim
by arabold
Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
compositing
by arabold
Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
genre-rpg
by arabold
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
genre-action-combat
by arabold
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.