{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-player-death-animations","type":"mechanic","id":"game-mechanics--gm-player-death-animations","lang":"en","title":"Player death animations","summary":"Character death triggers a distinct visual sequence.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-player-death-animations/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-player-death-animations.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-player-death-animations.md","aliases":["Player death animation"],"tags":["Game design techniques","Damage"],"sourceIds":["source-4f6d3ed45aca68b6","source-36577fcc67128c28","source-3c2c684f3f6ee75c","source-1b1b3a6f356a7e6e","source-0fdd6a7a3a38de10","source-ceacfa950055c100"],"sources":[{"id":"source-4f6d3ed45aca68b6","title":"Game Mechanics: Player death animations","url":"https://gamemechanics.org/patterns/player-death-animations","verifiedAt":null},{"id":"source-36577fcc67128c28","title":"Return to Castle Wolfenstein (2001)","url":"https://gamemechanics.org/patterns/player-death-animations/game/return-to-castle-wolfenstein","verifiedAt":null},{"id":"source-3c2c684f3f6ee75c","title":"Condemned: Criminal Origins (2006)","url":"https://gamemechanics.org/patterns/player-death-animations/game/condemned-criminal-origins","verifiedAt":null},{"id":"source-1b1b3a6f356a7e6e","title":"The Last of Us (2013)","url":"https://gamemechanics.org/patterns/player-death-animations/game/the-last-of-us","verifiedAt":null},{"id":"source-0fdd6a7a3a38de10","title":"Doom (2016)","url":"https://gamemechanics.org/patterns/player-death-animations/game/doom-2016","verifiedAt":null},{"id":"source-ceacfa950055c100","title":"Dead Space (2023)","url":"https://gamemechanics.org/patterns/player-death-animations/game/dead-space-2023","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Character death triggers a distinct visual sequence."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-player-death-animations-rule\"></a>\n\n- Character death triggers a distinct visual sequence. <a id=\"gm-player-death-animations-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-player-death-animations","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-player-death-animations","categoryIds":["gm-category-damage"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Player death animation","description":"Character death triggers a distinct visual sequence.","image":{"src":"images/mechanics/impact-player-death-animations.webp","width":600,"height":478,"game":"Return to Castle Wolfenstein","sourceUrl":"https://gamemechanics.org/patterns/player-death-animations","originalUrl":"https://cdn.gamemechanics.org/webm/rtcw_death.webm","sourceFrameSeconds":1.18,"credit":"Gray Matter Interactive / 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":"The camera falls and tilts when the hero dies","alt":"Return to Castle Wolfenstein: The camera falls and tilts when the hero dies.","markers":[{"x":50,"y":52,"label":"Tilted view and failure message"}]},"tips":["Clearly end control and show the available action for continuing."],"examples":[{"title":"Return to Castle Wolfenstein","url":"https://gamemechanics.org/patterns/player-death-animations"}]}},"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"}}