{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-head-crushing","type":"mechanic","id":"game-mechanics--gm-head-crushing","lang":"en","title":"Head crushing","summary":"A close-range action uses a distinct head-crushing effect.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-head-crushing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-head-crushing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-head-crushing.md","aliases":["Head-crushing animation"],"tags":["Game design techniques","Killing","Satisfying"],"sourceIds":["source-884fa8d726a6504a","source-fb58859529b7ceef","source-971184e34003a07d","source-c35f306b38794e65"],"sources":[{"id":"source-884fa8d726a6504a","title":"Game Mechanics: Head crushing","url":"https://gamemechanics.org/patterns/head-crushing","verifiedAt":null},{"id":"source-fb58859529b7ceef","title":"Dying Light 2 Stay Human (2022)","url":"https://gamemechanics.org/patterns/head-crushing/game/dying-light-2","verifiedAt":null},{"id":"source-971184e34003a07d","title":"Doom (2016)","url":"https://gamemechanics.org/patterns/head-crushing/game/doom-2016","verifiedAt":null},{"id":"source-c35f306b38794e65","title":"The Last of Us (2013)","url":"https://gamemechanics.org/patterns/head-crushing/game/the-last-of-us","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A close-range action uses a distinct head-crushing effect."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-head-crushing-rule\"></a>\n\n- A close-range action uses a distinct head-crushing effect. <a id=\"gm-head-crushing-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-head-crushing","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-head-crushing","categoryIds":["gm-category-killing","gm-category-satisfying"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Head-crushing animation","description":"A close-range action uses a distinct head-crushing effect.","image":{"src":"images/mechanics/impact-head-crushing.webp","width":720,"height":404,"game":"Doom","sourceUrl":"https://gamemechanics.org/patterns/head-crushing","originalUrl":"https://cdn.gamemechanics.org/webm/dooom_crush.webm","sourceFrameSeconds":0.6,"credit":"id Software; 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":"A close-range finisher with a distinct head reaction","alt":"Doom: A close-range finisher with a distinct head reaction.","markers":[{"x":53,"y":56,"label":"Moment of the finishing strike"}]},"tips":["Coordinate contact, model-state changes and the return of control."],"examples":[{"title":"Doom","url":"https://gamemechanics.org/patterns/head-crushing"}]}},"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"}}