dream-weirdcore-style
Weirdcore/dreamcore nostalgic wrongness. Use for traumacore, wrong childhood rooms. Not empty offices or malls (liminal-space-style).
Find an Agent Skill for your task. Read the guide and copy the install command.
Updated 11-08 00:04
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Weirdcore/dreamcore nostalgic wrongness. Use for traumacore, wrong childhood rooms. Not empty offices or malls (liminal-space-style).
Engine-agnostic export, tested scripts: FBX, GLB, OBJ, USD scale, axis, pivot, batch. Use for web/three.js, client deliveries, kits or no engine yet; load even…
Make an animated short in Blender: shot list, previews, fix loop, EEVEE render, licensed audio, mp4. Use for an animated short, trailer or multi-shot film.…
Folk horror: rural ritual dread, pagan villages. Use for 'Wicker Man' or sunny countryside that feels menacing.
Frutiger Aero: glossy aqua, bubbles, glass, nature-tech. Use for Vista/2000s looks. Not dark synthwave (neon-retrofuturism).
Action, brawler and fighting-game spaces. Use for 'design a fighting arena' or a readable combat space.
Card, party, idle and rhythm game staging. Use for a card table, idle scene or party stage with UI room.
Metroidvania and roguelike room kits. Use for modular rooms, ability gates or a roguelike dungeon kit.
Visual novel and narrative game spaces. Use for a VN background or story scene with clear character staging.
Open world and sandbox maps. Use for exploration landmarks and environments that guide players visually.
Puzzle and platformer levels. Use when players cannot tell what is climbable, jumpable or dangerous.
Racing and sports spaces. Use for a race track, stadium or trackside props that read at speed.
RPG worlds. Use for an RPG town, quest hub, region identity or items whose rarity must read.
Shooter maps and props. Use for FPS/TPS arenas, cover layout, sightlines or a first-person camera check.
Soulslike spaces. Use for Dark Souls-like ruins, fog-gate boss approaches and bonfire landmarks.
Stealth level spaces. Use for infiltration maps, shadow volumes, patrol routes and cover.
Survival and survival-horror spaces. Use for scavenging maps, crafting props and scarce-resource tension.
Geometry Nodes systems: scatter and instance rocks, trees, grass; parametric node groups; curve to mesh. Use for 'scatter/distribute' or GN Python. Ships…
Hand-painted game textures, WoW-style brushwork. Use for painted-in lighting. Not whole-image watercolor (painterly-style).
Hard-surface modeling for sci-fi, vehicles, weapons and robots with booleans, bevels and panel lines. Use for crisp edges and greebles. Ships tested scripts.…
HD-2D: pixel sprites in 3D scenes. Use for Octopath looks, billboard sprites. Ships tested scripts. Not pure pixel art (pixel-art-style).
Historical settings: pirate, samurai, Viking, Victorian, WWII, ancient Rome. Use for period-accurate props and architecture.
Psychological horror, Silent Hill vein: dread, decay. Use for 'make it unsettling'. Not PS1 (psx-horror-style) or VHS (analog-found-footage-horror)
Indie horror lanes: abandoned hospital, cabin, corporate horror, Puppet Combo. Use to pick a horror reference. Not generic scary (horror-style).