arjun988
@arjun988
Public Skills
cosmic-eldritch-horror
by arjun988
Cosmic, eldritch, and Lovecraftian horror art direction for Blender with non-Euclidean cues, impossible scale, and incomprehensible forms.
blender-director
by arjun988
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.
chibi-style
by arjun988
Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.
cloth-sim
by arjun988
Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
genre-soulslike
by arjun988
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
hd-2d-style
by arjun988
HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.
genre-puzzle-platformer
by arjun988
Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.
body-horror-style
by arjun988
Body horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.
analog-found-footage-horror
by arjun988
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
folk-horror-style
by arjun988
Folk horror art direction for Blender with rural ritual uncanny, pastoral daylight dread, and community-wrongness storytelling.
genre-narrative-vn
by arjun988
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
brutalist-mood
by arjun988
Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.
archviz
by arjun988
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
comic-book-style
by arjun988
Comic book and graphic-novel art direction for Blender with ink-line emphasis, halftone cues, and high-contrast framing.
collision-proxy
by arjun988
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
genre-strategy-sim
by arjun988
Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.
camera-cinematography
by arjun988
Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.
hard-surface
by arjun988
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.
creature-artist
by arjun988
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.
animation
by arjun988
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 arjun988
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.
environment-artist
by arjun988
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.
geometry-nodes
by arjun988
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.
export-pipeline
by arjun988
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.