Chapter 1: Implied vs Explicit — Silhouette‑First Scares
Created by Sarah Choi (prompt writer using ChatGPT)
Implied vs Explicit: Silhouette‑First Scares for Creature Concept Artists
Horror creature design lives in a constant negotiation between what the audience thinks they saw and what you actually show them. Implied horror is the art of leaving just enough evidence—shape, sound, behavior, aftermath—for the viewer’s brain to finish the picture. Explicit horror is the act of confirming the picture with clear anatomy, clear injury, clear viscera, and clear mechanics. Neither approach is “better.” They are tools with different strengths, different rating implications, and different production consequences. If you’re designing parasites, infections, and body‑adjacent threats, the difference between implied and explicit becomes a design language question: what do you communicate through silhouette, spacing, and motion before you ever rely on gore, texture, or close‑up detail?
Silhouette‑first scares are especially valuable because they survive distance, compression, lighting changes, and gameplay readability constraints. A parasite that is terrifying only in macro close‑ups may fail as an enemy that needs to be understood at 30 meters in a storm, lit by muzzle flash, or seen for half a second in peripheral vision. Conversely, a creature that reads as “wrong” in pure outline can remain frightening even when the rating or tone demands restraint. The silhouette becomes the first contract with the audience: “This is not safe. This does not belong. This shape breaks rules.”
Implied vs explicit is not a slider—it’s a set of levers
Many teams talk about implied and explicit like a single dial you turn up or down. In practice, it’s a board of levers you can mix and match. You can keep anatomy implied while making behavior explicit. You can keep violence implied while making infection progression explicit through color, posture, and prop design. You can keep the parasite itself mostly hidden while making the effects unmissable—missing livestock, peeled bark, clogged vents, coughing NPCs, “dead” zones in the environment. Thinking in levers helps you design for tone boundaries without losing clarity.
One lever is confirmation: when do you let the audience confirm what they suspected? Another is duration: how long do you let them look? Another is proximity: do they see it at a safe distance, through a window, through fog, in a reflection? Another is specificity: do you show “something under the skin,” or do you show “a larval form with mandibles”? Another is mechanical legibility: does the player need to know weak points, attack ranges, and states, or is this a narrative setpiece where ambiguity can dominate?
Treat implied and explicit as a language choice that must remain consistent with the project’s rating, audience tolerance, and narrative intent. A PG‑13 horror film often lives on implication and fast confirmation. An M‑rated survival horror game may allow explicit anatomy, but still benefits from silhouette‑first design because explicit detail is expensive, easy to overdo, and can become numbingly familiar.
The silhouette contract: fear begins before detail
Silhouette is fear’s first delivery system because it works on the lowest bandwidth. It reaches the audience before they can parse materials, before they can identify species, before they can label the threat. In horror, the most effective silhouettes often violate expectations in a controlled way. They aren’t random; they are structured wrongness.
A useful mental model is to ask: what rule does the silhouette break? It might break a rule of posture (too low, too upright, too folded). It might break a rule of symmetry (nearly human, but one side is heavier). It might break a rule of limb counting (an extra joint where none should be). It might break a rule of articulation (a spine that kinks like a hose). It might break a rule of mass distribution (a head that is too small for the torso, or a torso that is too narrow to hold the organs it suggests). The silhouette contract is: “You don’t need to see the details to know this is a problem.”
Silhouette‑first scares become even stronger when the silhouette communicates state. Infection and parasitism are inherently about states—incubation, emergence, symbiosis, collapse. If your silhouette only reads as one “final form,” you lose a major horror tool: anticipation. When your shape language supports multiple readable stages, the audience fears what’s coming next.
Design language for restraint: what you can show without “showing”
Restraint does not mean vagueness. Restraint is the deliberate choice to communicate the same threat with fewer explicit cues. When you’re designing within tone or rating boundaries, you can still build strong parasite and infection horror by relying on structural signals.
One major signal is contour tension—shapes that look like they are straining to contain something. A smooth belly that bulges at the wrong time. A neck that looks too tight for its contents. A rib cage that appears to shift. These can be indicated with silhouette and subtle secondary forms rather than exposed gore. Another is unnatural spacing—gaps, negative spaces, and hollow zones that feel wrong. Think of a creature with an “empty” center, or a jaw that opens too wide, or a torso that seems to be missing the expected mass. Negative space is implied anatomy.
Another signal is asymmetry with intent. Infection often reads as directional—one side is overtaken first, one arm is stiffer, one shoulder droops, one leg drags. Asymmetry is both scary and readable because it suggests progression. It also creates design hierarchy: the infected side can become the focal zone for gameplay tells without needing gore.
Finally, restraint thrives on suggestive attachments. A parasite can be hinted at through harness‑like forms, tendril shadows, “growth rings” around joints, collar shapes around the throat, or a crown of spines that reads like a pressure relief system. These are the visual equivalents of footprints. They imply a cause without depicting it directly.
The explicit payoff: when clarity must win
Explicit horror is not merely “more graphic.” It is more specific. Specificity gives you mechanics, identity, and repeatable beats. In games, explicit design becomes important when the player must make decisions under stress. A parasite that can be shot off a host needs clear attachment logic. An infection that spreads through bites needs a mouth read that communicates danger range. A creature that has an exposed weak point needs that weak point to be legible in motion.
Explicit design also matters when you want the audience to stop speculating and start reacting to concrete rules. Once rules are concrete, you can build fear from anticipation and mastery rather than mystery. The player fears not because they don’t know what it is, but because they do know what it does. Explicit can become a form of “horror engineering.”
The risk of explicit is that it can flatten dread into disgust or novelty. If everything is shown, the audience adapts. If the parasite is always fully visible, it becomes a character rather than a threat. This is why explicit design still benefits from implied staging. You can reveal mechanics in one encounter, then return to silhouette‑first presentation later to refresh dread.
Silhouette tactics that create implied fear
A silhouette scare often relies on timing and framing as much as shape. But as a concept artist, you can design shapes that invite strong staging.
One tactic is the partial read. Design a creature that remains terrifying when only 30–60% of the outline is visible. This means building a recognizable “signature fragment”—a hook, a crown, a tail profile, a shoulder hump, a distinctive elbow. In a foggy corridor, the audience will see the fragment and fill in the rest. Signature fragments are especially useful for parasites because they can appear independently: a silhouette of a leech‑like head, a shadow of a tendril, a cluster shape clinging to the ceiling.
Another tactic is the wrong rhythm. If your silhouette implies a gait that doesn’t match known animals—too many beats, a pause in the wrong place, a snap in the spine—fear begins. You can support this by designing limb lengths and joint placements that force an unfamiliar cadence. Long forelimbs and short hind limbs can create a lurch. An offset pelvis can create a skew. A parasite perched on a host can create “double rhythm,” where the host moves normally and the parasite moves with a delayed secondary sway.
A third tactic is occlusion‑proofing. Horror environments are full of occluders—door frames, pipes, furniture, foliage. A good silhouette‑first creature still reads when chopped into chunks by foreground shapes. That means exaggerating the big masses, ensuring the head/weapon/attack cue has a clear profile, and avoiding “busy” outlines that dissolve into noise.
A fourth tactic is scale ambiguity. The audience fears what they can’t size. You can build this by designing silhouettes that could plausibly be human‑sized or much larger depending on distance cues. Long thin limbs, dangling tendrils, and vertical posture can trick scale. Scale ambiguity is powerful for parasites, because parasites can be tiny or massive, and the uncertainty makes every shadow suspicious.
Parasites & infection: what makes these themes uniquely sensitive
Parasites and infections intersect with body autonomy, contamination, and vulnerability. That’s why they can be intensely effective—and why tone boundaries matter. A parasite can quickly shift from “scary” into “gratuitous,” and an infection can accidentally resemble real‑world medical conditions in a way that feels exploitative or triggering. Restraint and clarity are ethical tools as much as rating tools.
To design responsibly, focus on the fictional rules of your infection rather than borrowing too directly from specific real‑world illnesses. You can still use believable biology—vectors, incubation, transmission pathways—without mimicking recognizable symptoms that map onto a specific disease. When you must reference real biology, do it at the level of mechanism and structure rather than sensational imagery.
Parasite design also has a common pitfall: over‑reliance on “things under the skin.” This can be effective once, but it becomes repetitive and can push into discomfort beyond your intended rating. Consider alternate expressions: parasite‑built armor plates, fungal “architecture” that changes posture, nest‑like collars, breathing vents that suggest internal pressure, or behavior changes that imply neuro‑control.
Tone & ratings as design constraints, not afterthoughts
Tone boundaries are most painful when they arrive late. If you design a creature whose core identity depends on explicit gore, then later learn the rating or platform constraints won’t allow it, you will be forced into redesign rather than adaptation. Silhouette‑first design is a hedge against that risk. If your creature is frightening in outline and behavior, you can scale explicitness up or down without losing the concept.
A practical way to think about ratings is to separate threat clarity from graphic clarity. Threat clarity is about whether the audience understands danger. Graphic clarity is about how much bodily detail is shown. You can keep threat clarity high while keeping graphic clarity low. You do that with silhouette, staging, sound hooks, aftermath props, and readable states.
If your project leans toward PG‑13, you can still design parasite horror by prioritizing: strong silhouettes, suggestive motion, environmental storytelling, and quick confirmation. If your project is M‑rated, you can add explicit anatomy and transformation beats, but you should still preserve implied phases to prevent saturation and to protect pacing.
Restraint with clarity: the “readable minimum” approach
A helpful production mindset is to find the “readable minimum”—the smallest set of cues that communicates the creature’s identity, state, and threat. Everything beyond that is optional detail. This approach serves both concepting and production.
For concept artists in early ideation, readable minimum prevents you from hiding weak design behind surface noise. If the creature’s fear relies on fifty tiny tendrils, you may be compensating for unclear massing. For production artists, readable minimum helps preserve the design when budgets force simplification. If the creature remains scary when reduced to a simple model, it will survive LODs, animation constraints, and lighting variability.
To find the readable minimum, test your design as a black silhouette thumbnail at multiple sizes. Then test it as a three‑value read: dark mass, mid mass, highlight/eye/weak‑point. Then test it in motion thumbnails—three key poses that communicate behavior. If your creature is still legible, you’ve built a silhouette‑first scare engine.
Shape grammar for parasite horror
Parasite and infection designs benefit from a consistent shape grammar—recurring motifs that tell the audience what “infection” looks like in your world. Shape grammar is also how you maintain restraint without losing specificity.
One grammar is clamp and collar. Parasites that latch often create collar‑like silhouettes around joints, necks, or torsos. This reads as restraint, control, and pressure. Another grammar is spore and bloom. Infection that spreads can be visualized as clustered blooms that expand along predictable paths—spine, lymph routes, extremities. Another grammar is tube and valve. Wetware and bio‑mechanical parasites often read through hoses, vents, and pressure valves—forms that suggest internal flow. Another grammar is frond and veil. Fungal or insectoid parasites can read through hanging veils that obscure the host’s face or silhouette, increasing implied horror.
Pick two or three grammars and repeat them across stages. This gives you a tonal consistency that helps the audience understand the rules without needing explicit gore.
Silhouette states for infection progression
Infection progression is horror pacing made visible. Your design should support distinct stages that are readable even at a distance.
An early stage can be mostly behavioral: the silhouette is unchanged, but posture tightens, shoulders hunch, head tilts, and motion becomes hesitant or “listening.” In silhouette terms, this means shifting the center of mass forward or collapsing the chest. A mid stage can introduce asymmetry: one arm stiff, one shoulder swollen, one side encased. A late stage can break the base rule: extra limb, elongated neck, widened stance, or a new dorsal mass that changes the profile.
For parasites, consider stages that change attachment logic. Early: parasite hidden, only a collar shape. Mid: tendrils visible in silhouette when the host turns. Late: parasite has a separate head silhouette that can act independently. Even if your rating limits close‑up detail, these silhouette states tell the story.
The host problem: designing the “two bodies at once” silhouette
A classic parasite scenario is a host plus an attached organism. This is a silhouette challenge because you risk visual noise or an unreadable lump. The solution is to treat host and parasite as two layers with clear hierarchy.
The host should maintain a recognizable baseline silhouette so that the audience reads “person/animal” first. The parasite should introduce a second, unmistakable shape that breaks the baseline rule. You can do this by placing the parasite where it creates a strong negative space (over the shoulder, along the spine, as a crown, as a tail replacement). You can also use directional contrast: host forms flow one way, parasite forms flow the opposite way.
If the parasite is meant to be subtle, keep its silhouette additions limited to one signature fragment. If it is meant to be explicit, give it a clear secondary head or jaw profile, but avoid duplicating the host’s main read. Two “faces” can become confusing unless you deliberately stage one as dominant.
Horror without gore: aftermath and props as explicit storytelling
One of the strongest ways to keep the creature implied while maintaining clarity is to shift explicitness into the environment. The parasite itself can remain mostly silhouette, but its impact can be unmistakable.
Think in terms of signature aftermath: a specific kind of hole in drywall, a pattern of slime trails, a nest texture on vents, a distinctive scrape height on door frames, a cluster of shed husks, a repeated cocoon shape. Aftermath functions like a logo. It makes the unseen creature feel present.
For infection, aftermath can be biological or architectural. Plants can show blight rings. Water can show surface scum. Technology can show clogged filters. Fabric can show crystallized residue. These cues can be designed as a prop kit that production can reuse, giving the creature presence even when it’s offscreen.
Production realities: how silhouette-first helps handoff
Silhouette‑first design is production‑friendly because it reduces dependence on high‑frequency detail. In 3D, high‑frequency detail is expensive: it needs sculpt time, texture memory, shader work, and careful lighting to read. Silhouette and big forms survive across LODs and platform constraints.
When handing off a horror parasite creature to production, your job is to communicate the silhouette contract and the state logic clearly. Provide orthographic silhouettes for each stage. Provide a “do not break” list: which angles must retain the signature fragment, which proportions define the fear, which negative spaces must remain open. Provide a simple color/roughness hierarchy that supports readability rather than gore. Provide animation notes that describe cadence and rhythm.
Also anticipate rating reviews and platform requirements. If certain details might be flagged (exposed viscera, specific medical imagery, explicit self-harm parallels), propose alternate variants early: a restrained version (implied), a moderate version (suggestive but non-graphic), and a full explicit version for internal testing. If you build these variants as part of the design system, production can swap assets without redesigning the creature’s identity.
Clarity checks for concept artists
A silhouette‑first horror design should pass a few clarity checks.
First, can you recognize the creature from a 1–2 inch thumbnail in black? If not, the signature fragment needs strengthening. Second, can you tell which side is infected or where the parasite is attached without interior detail? If not, your asymmetry may be too subtle or too evenly distributed. Third, can you identify at least one gameplay‑relevant cue (attack range, weak point, state) in silhouette? If not, you need a dedicated profile element—an extended limb, a head angle, a dorsal fin‑like mass that telegraphs.
Finally, can you imagine the creature framed by a doorway and still feel dread? Doorways are honest. If the silhouette becomes generic in a doorway, it will become generic in many real scenes.
Clarity checks for production artists
For production, silhouette‑first horror requires discipline during model and rig refinement. Avoid “smoothing away” the wrongness that makes the silhouette frightening. If the concept relies on an unnatural elbow height, keep it. If the spine kinks like a hose, preserve that break rather than making it anatomically comfortable.
Rigging and animation should protect the signature fragment. If the creature’s fear is in a crown silhouette, don’t let that crown collapse in idle. If the fear is in a long forelimb drag, don’t shorten it to fix clipping without revisiting the read. For LODs, prioritize retaining the silhouette feature over micro detail.
Shader work should support restraint. Wetness, gloss, and translucency can quickly push designs into a more graphic reading than intended. If tone demands implication, keep surface cues controlled and let lighting do the horror. If explicitness is allowed, reserve the highest contrast materials for moments of reveal rather than leaving them “on” all the time.
The reveal structure: design for choreography, not just a sheet
Horror creatures are revealed over time. Your concept should include an implied choreography: how the audience meets the shape.
A strong approach is to design three reveal tiers. Tier one is shadow and fragment: the signature fragment appears in silhouette. Tier two is partial confirmation: a clearer angle shows the attachment or wrong joint. Tier three is full rule: the audience sees the mechanic—how it feeds, how it spreads, how it attacks. Each tier can be mapped to different camera distances and lighting conditions. This choreography helps directors, level designers, and animators plan scares that respect tone boundaries.
If the project is rating‑restricted, tier three does not need to be graphic. It needs to be specific. A parasite can be confirmed through a clamp silhouette and a sound cue. An infection can be confirmed through a transformation of posture and a consistent pattern language. Specificity does not require gore.
Common failure modes (and fixes)
One common failure mode is confusing “implied” with “incomplete.” If the audience cannot understand the threat at all, they don’t fear it; they ignore it. The fix is to strengthen the readable minimum: signature fragment, state changes, and clear behavior.
Another failure mode is using explicit detail to compensate for generic massing. If the creature is only scary because of texture, it will fail in motion, distance, and production. The fix is to redesign the silhouette contract first, then add explicit detail as a supporting layer.
A third failure mode is making infection visuals too random. Infection has rules. Even supernatural infection benefits from a consistent logic: where it grows first, how it travels, what it avoids, what it seeks. The fix is to define infection pathways and shape grammars, then design each stage as a predictable evolution.
A fourth failure mode is tonal mismatch. A creature designed like a splatter‑horror centerpiece will feel out of place in a restrained thriller, and a too‑subtle design will feel toothless in a brutal survival horror. The fix is to build variant tiers early and to agree on the project’s “graphic clarity” boundaries.
Practical exercises to train silhouette-first horror
To build skill, practice designing horror creatures under constraints.
One exercise is the “black‑only pitch.” Design a parasite in pure silhouette and sell its mechanic with three thumbnails: idle, approach, attack. No texture allowed. Another exercise is “doorway reads.” Draw the creature framed by a standard doorway at three distances. Another exercise is “infection stages.” Design four silhouettes of the same host across time, with increasing rule breaks but consistent grammar.
A useful production exercise is “LOD brutality.” Take your design and reduce it to a very low‑poly blockout silhouette. If it still reads, you’ve built a production‑proof scare.
Closing: fear that survives constraints
Implied and explicit horror are not opposing camps; they are complementary tools. Silhouette‑first scares let you create dread that survives distance, lighting, compression, and rating restrictions. Explicit detail can deliver payoff, mechanics, and memorable identity—but it works best when it rests on a silhouette contract that already unsettles the audience.
When you design parasites and infections, aim for restraint with clarity. Let your big shapes tell the story first. Use asymmetry to show progression. Use negative space to imply anatomy. Build signature fragments that haunt peripheral vision. Then decide, deliberately, when to confirm what the audience suspected. If you do this, your creatures will remain frightening whether they’re seen in a foggy corridor, a cinematic close‑up, or a simplified LOD in gameplay—and your tone boundaries will feel like creative constraints, not creative losses.