---
id: wiki-2026-0508-dead-space-series
title: Dead Space Series
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Dead-Space, Visceral-Games, Isaac-Clarke]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
verification_status: applied
tags: [game-design, survival-horror, sci-fi, third-person, ea]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: design-doc
  framework: survival-horror
---

# Dead Space Series

## 매 한 줄
> **"매 strategic-dismemberment + 매 diegetic-UI 의 매 sci-fi survival-horror 정점"**. 매 Visceral Games (2008-2013) 의 매 Dead Space 1/2/3 + 매 EA Motive 의 매 2023 remake 의 매 series. 매 limb-targeting combat + 매 zero-G + 매 Isaac Clarke 의 매 silent-then-voiced protagonist.

## 매 핵심

### 매 design pillar
- **Strategic dismemberment**: 매 limb 절단 = 매 효율적 kill.
- **Diegetic UI**: 매 health = spine RIG, 매 inventory = hologram.
- **Atmosphere**: 매 sound design + 매 isolation + 매 USG Ishimura.
- **Plasma cutter**: 매 horizontal/vertical 회전.

### 매 series 의 evolution
1. **DS1 (2008)**: 매 origin — strict horror, Isaac silent.
2. **DS2 (2011)**: 매 voice + Sprawl + multiplayer.
3. **DS3 (2013)**: 매 co-op + crafting + microtransactions (commercial decline).
4. **DS Remake (2023)**: 매 Motive 의 매 reimagining — 매 Isaac voiced from start.

### 매 응용
1. 매 limb-targeting combat 의 industry pattern.
2. 매 diegetic-UI 의 reference (later: Halo, Metro).
3. 매 horror pacing 의 case study.

## 💻 패턴

### Limb-targeted damage system
```typescript
interface Limb {
  id: "head" | "left_arm" | "right_arm" | "left_leg" | "right_leg" | "torso";
  hp: number;
  severable: boolean;
  on_sever_effect?: () => void;
}

interface Necromorph {
  limbs: Limb[];
  base_hp: number;
  alive(): boolean;
}

function shootLimb(target: Necromorph, limb_id: string, damage: number) {
  const limb = target.limbs.find(l => l.id === limb_id);
  if (!limb) return;
  limb.hp -= damage;
  if (limb.hp <= 0 && limb.severable) {
    limb.severable = false;
    limb.on_sever_effect?.();
    // Severing limbs is more effective than HP damage
    target.base_hp -= 30;
  }
}
```

### Plasma-cutter rotation
```typescript
class PlasmaCutter {
  orientation: "horizontal" | "vertical" = "horizontal";

  toggle() {
    this.orientation = this.orientation === "horizontal" ? "vertical" : "horizontal";
  }

  fire(aim: Ray): HitResult[] {
    // Spawn 3 projectiles in a line perpendicular to orientation
    const offsets = this.orientation === "horizontal"
      ? [{x: -0.3, y: 0}, {x: 0, y: 0}, {x: 0.3, y: 0}]
      : [{x: 0, y: -0.3}, {x: 0, y: 0}, {x: 0, y: 0.3}];
    return offsets.map(o => raycast(aim, o));
  }
}
```

### Diegetic health (RIG spine)
```typescript
class RIGDisplay {
  // No HUD overlay — health rendered on Isaac's suit spine
  render(player: Player, ctx: RenderContext) {
    const segments = 10;
    const filled = Math.ceil((player.hp / player.max_hp) * segments);
    for (let i = 0; i < segments; i++) {
      const color = i < filled
        ? hpColor(player.hp / player.max_hp)
        : "#222";
      drawSpineSegment(ctx, player.spine_position(i), color);
    }
  }
}

function hpColor(ratio: number): string {
  if (ratio > 0.6) return "#3f8";
  if (ratio > 0.3) return "#fa3";
  return "#f33";
}
```

### Stasis (slow-time mechanic)
```typescript
class Stasis {
  charges = 4;
  max_charges = 4;
  recharge_per_sec = 0.1;

  fire(target: Necromorph) {
    if (this.charges < 1) return false;
    this.charges--;
    target.move_speed_mult = 0.2;
    target.attack_speed_mult = 0.2;
    setTimeout(() => {
      target.move_speed_mult = 1;
      target.attack_speed_mult = 1;
    }, 5000);
    return true;
  }

  tick(dt: number) {
    this.charges = Math.min(this.max_charges, this.charges + this.recharge_per_sec * dt);
  }
}
```

### Audio-driven scare pacing
```typescript
class TensionDirector {
  tension = 0; // 0-1
  last_scare = 0;

  update(player: Player, now: number) {
    // Build tension during quiet
    this.tension = Math.min(1, this.tension + 0.001);

    // Trigger scare when tension high + cooldown met
    if (this.tension > 0.7 && now - this.last_scare > 60_000) {
      this.spawnAmbushOrAudioCue(player);
      this.tension = 0;
      this.last_scare = now;
    }
  }
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 horror 강조 | DS1 model — silent protag, scarce ammo |
| 매 action 강조 | DS2 model — voiced, more weapons |
| 매 co-op | DS3 model — but careful with horror dilution |
| 매 modern remake | DS2023 model — voiced, no level loads, expanded story |

**기본값**: 매 limb-targeting + 매 diegetic UI + 매 scarce-ammo loop.

## 🔗 Graph
- 부모: [[Survival-Horror]] · [[Sci-Fi-Games]]
- 변형: [[Resident-Evil]] · [[System-Shock]]
- 응용: [[Immersive-Sim-Genre]] · [[BioShock-Critique]]
- Adjacent: [[Biomechanics-of-Injury]]

## 🤖 LLM 활용
**언제**: 매 horror design, dismemberment combat, diegetic UI reference.
**언제 X**: 매 fast-action shooter — 매 pacing mismatch.

## ❌ 안티패턴
- **HUD-on-screen**: 매 immersion break — 매 series 의 핵심 위반.
- **Center-mass aim**: 매 limb-targeting 의 무의미.
- **DS3 microtransactions**: 매 horror tension 의 commercial 침식.
- **Bullet-sponge enemy**: 매 dismemberment 의 design 의미 상실.

## 🧪 검증 / 중복
- Verified (GDC talks: Glen Schofield, Roman Campos-Oriola; Visceral postmortems).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Dead Space series design pillars + remake comparison. |
