---
key: mechanic/game-mechanics--gm-see-through-vision
type: mechanic
id: game-mechanics--gm-see-through-vision
lang: en
title: See-through vision (X-ray)
summary: >-
  A special mode reveals targets behind opaque surfaces. The player gains
  planning information before making direct contact.
updatedAt: '2026-10-22'
status: active
url: >-
  https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-see-through-vision/
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-see-through-vision.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-see-through-vision.md
aliases:
  - See-through vision
tags:
  - Game design techniques
  - Camera & perception
sourceIds:
  - source-72f2f5aae82230dd
  - source-3083cbf5068e73fe
  - source-5d3a944c1126592d
  - source-748c7ccacea3c4fb
  - source-792d33de8d74013d
  - source-bd524af1df7a623f
  - source-1251c10a46477b60
sources:
  - id: source-72f2f5aae82230dd
    title: 'Game Mechanics: See-through vision (X-ray)'
    url: 'https://gamemechanics.org/patterns/see-through-vision'
    verifiedAt: null
  - id: source-3083cbf5068e73fe
    title: 'Deus Ex: Mankind Divided (2016)'
    url: >-
      https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-mankind-divided
    verifiedAt: null
  - id: source-5d3a944c1126592d
    title: 'Deus Ex: Human Revolution (2011)'
    url: >-
      https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-human-revolution
    verifiedAt: null
  - id: source-748c7ccacea3c4fb
    title: Red Faction (2001)
    url: 'https://gamemechanics.org/patterns/see-through-vision/game/red-faction'
    verifiedAt: null
  - id: source-792d33de8d74013d
    title: 'Red Faction: Armageddon (2011)'
    url: >-
      https://gamemechanics.org/patterns/see-through-vision/game/red-faction-armageddon
    verifiedAt: null
  - id: source-bd524af1df7a623f
    title: Resistance 3 (2011)
    url: 'https://gamemechanics.org/patterns/see-through-vision/game/resistance-3'
    verifiedAt: null
  - id: source-1251c10a46477b60
    title: Killzone Shadow Fall (2013)
    url: >-
      https://gamemechanics.org/patterns/see-through-vision/game/killzone-shadow-fall
    verifiedAt: null
relations: []
placements:
  - catalogId: game-mechanics
    id: gm-see-through-vision
    title: Game design techniques
    url: >-
      https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-see-through-vision
    categoryIds:
      - gm-category-camera-perception
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: See-through vision
    description: >-
      A special mode reveals targets behind opaque surfaces. The player gains
      planning information before making direct contact.
    image:
      src: images/mechanics/combat-see-through-vision.webp
      width: 500
      height: 278
      game: 'Deus Ex: Mankind Divided (2016)'
      sourceUrl: 'https://gamemechanics.org/patterns/see-through-vision'
      originalUrl: >-
        https://cdn.gamemechanics.org/webm/deus_ex_mankind_divided_see_thru_walls.webm
      sourceFrameSeconds: 1.64
      credit: Eidos-Montréal; frame from clip via GameMechanics.org
      rights: >-
        Game imagery © its respective rights holders. Source host:
        GameMechanics.org. All rights reserved; excluded from the portal’s MIT
        and CC BY 4.0 licenses.
      caption: Smart Vision reveals people behind a wall
      alt: >-
        Two orange silhouettes appear behind a wall beside a door in Deus Ex:
        Mankind Divided.
      markers:
        - x: 64
          'y': 44
          label: Silhouette behind an opaque wall
        - x: 76
          'y': 47
          label: The door preserves room context
    tips:
      - Distinguish mode information from normal character visibility.
      - 'Bound information by range, duration or cost.'
    examples:
      - title: 'Deus Ex: Mankind Divided (2016)'
        url: 'https://gamemechanics.org/patterns/see-through-vision'
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
---
# See-through vision (X-ray)

id: game-mechanics--gm-see-through-vision
type: mechanic
key: mechanic/game-mechanics--gm-see-through-vision
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-see-through-vision/

A special mode reveals targets behind opaque surfaces. The player gains planning information before making direct contact.

## At a glance

![Two orange silhouettes appear behind a wall beside a door in Deus Ex: Mankind Divided.](https://gamemechanics.pro/images/mechanics/combat-see-through-vision.webp)

[Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/see-through-vision) · Game imagery © its respective rights holders. Source host: GameMechanics.org. All rights reserved; excluded from the portal’s MIT and CC BY 4.0 licenses.

[Source recording](https://cdn.gamemechanics.org/webm/deus_ex_mankind_divided_see_thru_walls.webm), 1.64 s

1. Silhouette behind an opaque wall
2. The door preserves room context

- Distinguish mode information from normal character visibility.
- Bound information by range, duration or cost.

- [Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/see-through-vision)

## How it works

A perception mode reveals objects behind opaque surfaces.

## Variants

### How the technique works

<a id="gm-see-through-vision-rule"></a>

- A perception mode reveals objects behind opaque surfaces. <a id="gm-see-through-vision-definition"></a>

## Context and limits

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.

## Connected materials


## Sources and 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.

- [Game Mechanics: See-through vision (X-ray)](https://gamemechanics.org/patterns/see-through-vision) (id: source-72f2f5aae82230dd)
- [Deus Ex: Mankind Divided (2016)](https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-mankind-divided) (id: source-3083cbf5068e73fe)
- [Deus Ex: Human Revolution (2011)](https://gamemechanics.org/patterns/see-through-vision/game/deus-ex-human-revolution) (id: source-5d3a944c1126592d)
- [Red Faction (2001)](https://gamemechanics.org/patterns/see-through-vision/game/red-faction) (id: source-748c7ccacea3c4fb)
- [Red Faction: Armageddon (2011)](https://gamemechanics.org/patterns/see-through-vision/game/red-faction-armageddon) (id: source-792d33de8d74013d)
- [Resistance 3 (2011)](https://gamemechanics.org/patterns/see-through-vision/game/resistance-3) (id: source-bd524af1df7a623f)
- [Killzone Shadow Fall (2013)](https://gamemechanics.org/patterns/see-through-vision/game/killzone-shadow-fall) (id: source-1251c10a46477b60)

CC-BY-4.0 · gamemechanics.pro contributors
