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psx-horror-style

psx-horror-style

github.com/arjun988Creative & media1.3k224 installsUpdated 16w ago
Repository

About psx-horror-style

psx-horror-style is a creative skill for designing horror visuals with PSX-era constraints. It guides low-poly models, crunchy textures, fog, darkness, and restrained analog effects for retro survival-horror scenes.

Key features

  1. 01Intentionally low polygon and texture budgets
  2. 02Low-resolution, crunchy textures
  3. 03Optional vertex or affine wobble
  4. 04Fog and deep shadows
  5. 05Subtle VHS, CRT, and grain effects
  6. 06Sparse narrative props

Use cases

  1. 01Creating PS1-era horror game visuals
  2. 02Designing retro survival-horror interiors
  3. 03Applying explicit PSX constraints to horror art

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill psx-horror-style

After installing, type/psx-horror-stylein Claude Code to confirm it loaded.

Bundled filesreferences/psx-horror-budgets.mdreferences/psx-horror-palette.md

Details

From the project README

PSX Horror Style

Crunchy low-poly horror. Affine textures. Fog. Limited palette. Tension over fidelity.

When to Use

  • PS1-era horror game looks
  • Puppet Combo / retro survival horror vibes
  • When horror-style needs explicit PSX constraints

Core Tenets

  1. Low poly, high dread — Few tris, strong shapes
  2. Texture crunch — Low-res, nearest filtering feel
  3. Vertex / affine warping cues — Subtle wobble optional
  4. Fog + darkness — Hide draw distance sins
  5. Analog grit — VHS/CRT via compositing sparingly

Vs Related Styles

SkillRole
horror-styleBroad psychological horror direction
lowpoly-styleGeneral PS1/PS2 / Lethal Company
psx-horror-styleHorror + PSX crunch specifically

Modeling

  • 100–800 tris for many props
  • Characters chunky; faces minimal
  • Interiors modular, repetitive, oppressive

Materials / Textures

  • 64–256px textures common
  • Limited palette; indexed feel
  • Flat shading or very low smooth
  • Emissive screens as narrative props

Lighting & Camera

  • Single practical lights; deep shadows
  • Low camera, narrow spaces
  • Fog/mist mandatory for depth
  • Optional handheld noise (camera-cinematography)

Compositing Extras

  • Slight blur / chromatic aberration
  • Posterize / crush colors carefully
  • Film grain / VHS overlay subtle

Constraints

MUST DO
  • Keep poly and texture budgets intentionally low
  • Prioritize fog, sound-design-friendly spaces
  • Stage sparse narrative props
MUST NOT DO
  • Modern PBR microdetail as primary look
  • Bright clean global illumination

Reference Guide

TopicReferenceLoad When
Psx Horror Budgetsreferences/psx-horror-budgets.mdWhen needed
Psx Horror Palettereferences/psx-horror-palette.mdWhen needed

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