{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-cutting-in-half","type":"mechanic","id":"game-mechanics--gm-cutting-in-half","lang":"en","title":"Cutting enemies in half","summary":"An attack separates a target's body into two sections.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-cutting-in-half/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-cutting-in-half.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-cutting-in-half.md","aliases":["Cutting a model in half"],"tags":["Game design techniques","Killing","Satisfying"],"sourceIds":["source-347f53116d536fb1","source-3fe99332e2c23374","source-1c34937cf7e7c33a","source-05104bb1866efa51","source-4e84cfe80a5fb108","source-620d482df0db9d2a"],"sources":[{"id":"source-347f53116d536fb1","title":"Game Mechanics: Cutting enemies in half","url":"https://gamemechanics.org/patterns/cutting-in-half","verifiedAt":null},{"id":"source-3fe99332e2c23374","title":"Dead Rising 2 (2010)","url":"https://gamemechanics.org/patterns/cutting-in-half/game/dead-rising-2","verifiedAt":null},{"id":"source-1c34937cf7e7c33a","title":"Bulletstorm (2011)","url":"https://gamemechanics.org/patterns/cutting-in-half/game/bulletstorm","verifiedAt":null},{"id":"source-05104bb1866efa51","title":"Dead Rising 3 (2013)","url":"https://gamemechanics.org/patterns/cutting-in-half/game/dead-rising-3","verifiedAt":null},{"id":"source-4e84cfe80a5fb108","title":"Dying Light (2015)","url":"https://gamemechanics.org/patterns/cutting-in-half/game/dying-light","verifiedAt":null},{"id":"source-620d482df0db9d2a","title":"Doom (2016)","url":"https://gamemechanics.org/patterns/cutting-in-half/game/doom-2016","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"An attack separates a target's body into two sections."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-cutting-in-half-rule\"></a>\n\n- An attack separates a target's body into two sections. <a id=\"gm-cutting-in-half-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-cutting-in-half","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-cutting-in-half","categoryIds":["gm-category-killing","gm-category-satisfying"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Cutting a model in half","description":"An attack separates a target's body into two sections.","image":{"src":"images/mechanics/impact-cutting-in-half.webp","width":498,"height":276,"game":"Bulletstorm","sourceUrl":"https://gamemechanics.org/patterns/cutting-in-half","originalUrl":"https://cdn.gamemechanics.org/webm/bulletstorm_boneduster.webm","sourceFrameSeconds":0.41,"credit":"People Can Fly / Epic Games; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"The enemy model separates into two parts","alt":"Bulletstorm: The enemy model separates into two parts.","markers":[{"x":50,"y":25,"label":"Detached upper portion of the model"},{"x":51,"y":62,"label":"The lower portion remains in view"}]},"tips":["Match model parts and collisions to the direction of the gameplay impact."],"examples":[{"title":"Bulletstorm","url":"https://gamemechanics.org/patterns/cutting-in-half"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}