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Explore Topics on : Remote Leadership  |  Game Theory  | Game Art  |  Game Design  |  Games General

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Seeing Through Walls

3/19/2024

14 Comments

 
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Would you like to see through walls? You’ve likely encountered a video game that allowed you to do just that. Whether it's called Eagle Vision, Detective Vision, or Spectral Vision in different games, these are known as Vision Modes. X-Ray Vision, illuminating hidden clues, or identifying friends from foe; Vision Modes can serve a variety of functions. Yet, what visual strategies do developers employ for their different vision modes? In today’s post, I'll delve deeper into the visual strategies behind Vision Modes.
For today’s post, I explored Assassin’s Creed’s Eagle Vision, Batman Arkham’s Detective Vision, Dishonored’s Dark Vision, Far Cry’s Hunter Vision, Ghostwire: Tokyo’s Spectral Vision, Horizon Zero Dawn’s Focus, Watch Dogs’ Nethack, and Witcher 3’s Witcher Sense. Some of these represent multiple games, which have had some visual evolution. However, I’ve focused on overarching visual strategies that could represent an entire series. ​
Generally speaking, there isn’t a wide variety of strategies used between these games. Some games attempted to alter the palette of the game, while vignetting is often used to focus the vision. Additionally, a variety of saturated/glowy highlights are often employed for important objects or characters, and in most cases, players are  allowed to see through walls.  ​

Altered Palettes

Altered palettes refer to changing the overall visual treatment of the in-game environment. This can occur in various ways. For instance, Assassin’s Creed’s Eagle Vision features a fully desaturated environment, where all colors are removed except for highlighted objects. Similarly, Far Cry’s Hunter Vision also utilizes desaturated environments, likely due to both games being developed by Ubisoft. In contrast, Batman Arkham’s Detective Vision and Dishonored’s Dark Vision take a slightly different approach, opting for a monochromatic look. Detective Vision employs shades of blue, while Dark Vision applies a sepia-toned filter, both intended to tone down the environment and highlight important elements. Watch Dogs’ Nethack follows a similar monotone approach as Detective Vision, but with all textures removed and a grain filter applied across the screen. The strategy behind altering the visuals around the player, aims to minimize visual noise and focus players on key elements. However, it’s important to note that not all vision modes alter the game environment's palette. Ghostwire: Tokyo’s Spectral Vision, Horizon Zero Dawn’s Focus, and The Witcher 3’s Witcher Sense leave the surrounding environment unchanged.

Vignetting

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If you edit photos for Instagram, you’re likely familiar with the term 'vignetting,' a technique from photography that refers to the darkening and softening around the edges of a photo. This technique is used to draw the viewer’s attention to the center of the image. In my research, I found vignetting employed in many examples, particularly in games that alter the entire visual palette. 
However, The Witcher 3’s Witcher Sense deviates from this trend by maintaining the surrounding visual palette while still incorporating a vignette. In this instance, the vignetting serves the additional purpose of informing the player that the vision mode is active. It can be inferred that this strategy is utilized to eliminate peripheral distractions and focus the player’s attention toward the center of the screen.

Glow Highlights

All vision modes incorporate some form of glowy highlights on important objects, with minor variations depending on the game’s aesthetic style. Assassin Creed’s Eagle Vision and Far Cry’s Hunter Vision feature an edge glow effect, where the glow gradually intensifies near the edges of important objects without affecting the center. In contrast, Witcher 3’s Witcher Sense utilizes more of an outer glow, creating a general haze effect around the edges of significant objects and models. 
Batman Arkham’s Detective Vision adopts an x-ray mode, highlighting characters' bones through walls, while also employing solid model glows for objects, similar to Dishonored’s Dark Vision. Ghostwire: Tokyo’s Spectral Vision exclusively features model silhouettes as glows, resembling Witcher Sense but with less haze. Additionally, some games utilize a particle haze trail for players to follow, often representing a scent trail. Witcher Sense, Hunter Vision, and Detective Vision are among those employing this method.

Key Differentiator 

With the majority of these games employing similar strategies, the key differentiator seems to be whether a game completely alters the environment’s palette or not, through desaturation, applying filters, or making the environment monotone. Each strategy has its pros and cons depending on the player. For some players with certain visual impairments, having their entire screen altered may be jarring, while for others, it could enhance contrast and aid in overall screen cognition. There is no clear winner here; it ultimately depends on the intended player experience. However, it is crucial for the play environment to remain clearly readable, unless, of course, it is intended to be a particularly disorienting moment for the player, such as one of Far Cry’s drug-induced cut scenes.

If you’ve made it thus far, thanks for reading! I hope it was at least somewhat interesting, and hopefully you can use some of these strategies on your next project. 
14 Comments
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2/21/2025 04:03:14 am

I enjoyed reading your blog! It's interesting how games use different ways to show hidden objects or enemies, like with colors or glowing effects.

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7/8/2025 02:44:58 am

This was such a thoughtful and creative piece! The idea of "seeing through walls" as a deeper reflection on connection and awareness is beautifully expressed. Loved the way you tied personal insight with imaginative storytelling—it really makes you think beyond the surface. Thanks for sharing this unique perspective!

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4/1/2026 09:07:02 am

This is a really engaging breakdown of something players often take for granted—how “seeing differently” in games is actually a carefully designed visual language rather than just a cool effect.

What stands out immediately is your focus on consistency across different franchises. Even though these games span genres, studios, and time periods, they tend to converge on a surprisingly small set of visual strategies. That suggests Vision Modes aren’t just stylistic flourishes—they’re solutions to a shared design problem: how do you reduce complexity without removing immersion?

Your discussion of altered palettes gets right to the heart of that. By stripping away color or shifting to a limited spectrum, developers are essentially rewriting the visual hierarchy of the game world. The environment becomes background noise, and suddenly the player’s attention is guided with precision. It’s less about “seeing more” and more about “seeing what matters.”

What’s interesting is how different games interpret that same goal. The fully desaturated look in something like Assassin’s Creed feels almost clinical—it creates a clear separation between the normal world and the “information layer.” Meanwhile, the monochromatic tones in Batman or Dishonored feel more atmospheric, blending utility with mood. In those cases, the Vision Mode isn’t just functional—it reinforces the identity of the character and the world.

Your point about some games *not* altering the palette is equally important. Titles like Horizon Zero Dawn or The Witcher 3 seem to prioritize continuity over disruption. Instead of transforming the entire visual field, they layer information on top of it. That approach preserves immersion but places more responsibility on highlights, motion, and contrast to guide the player’s attention.

And that leads into a broader observation: Vision Modes are really about *information filtering*. Whether through desaturation, vignetting, or glowing highlights, the goal is to help players make decisions quickly in visually dense environments. It’s a balance between clarity and overload—too subtle, and the feature becomes useless; too aggressive, and it breaks immersion or becomes visually exhausting.

There’s also an interesting psychological aspect to all of this. Activating a Vision Mode often feels like shifting into a different state of awareness. The world changes, time seems to slow down, and the player becomes more analytical. That shift isn’t just mechanical—it’s reinforced by the visual design choices you’re describing.

One area that could be fascinating to explore further is how these systems evolve over time. Some games have moved away from full-screen transformations toward more subtle, contextual cues—perhaps reflecting a growing emphasis on immersion and player agency. Others still lean into bold visual changes because they offer immediate clarity.

Overall, what your post highlights is that Vision Modes aren’t just about “seeing through walls” or spotting enemies—they’re about translating complex game systems into something instantly readable. And the fact that so many games arrive at similar solutions shows just how effective these visual strategies are.

It’s a great reminder that some of the most impactful design decisions are the ones players barely notice—but rely on constantly.

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4/1/2026 09:07:33 am

This is a really thoughtful look at a feature that feels almost universal in modern games, yet rarely gets examined at this level.

What you’re uncovering here is that Vision Modes are less about spectacle and more about *translation*. Games are constantly juggling layers of information—objectives, threats, clues, interactables—and Vision Modes act as a kind of visual translator that simplifies all of that into something the player can instantly understand.

Your analysis of altered palettes is a great entry point into that idea. By muting or reshaping the environment, developers are essentially lowering the “volume” of the world so key elements can stand out. It’s a clever trick—rather than adding more visual information, they subtract from everything else. That reduction creates clarity without overwhelming the player.

What’s especially interesting is how these choices also communicate tone. A cold blue filter, a washed-out grayscale, or a sepia tint doesn’t just organize information—it creates a feeling. In something like Detective Vision, the player feels analytical and detached, almost like a machine scanning the world. In other cases, the effect feels more mystical or instinctual, depending on how the visuals are treated.

The contrast between games that alter the entire palette and those that don’t is also telling. When the whole screen changes, it creates a strong separation between “normal play” and “information mode.” It’s explicit and easy to read. But when the environment stays intact, the design has to rely more heavily on highlights, motion, or subtle cues. That can feel more immersive, but it also demands more attention from the player.

Another layer worth considering is how these systems affect pacing. Vision Modes often interrupt the natural flow of exploration and replace it with a more investigative rhythm. Players stop, scan, interpret, and then act. The visual design supports that shift, signaling that you’re entering a different kind of interaction with the world.

There’s also an element of trust built into these systems. Players learn very quickly what each visual cue means—what a glow indicates, how enemies are marked, what objects are relevant. Once that language is established, the player can move through complex spaces with confidence, relying on the system to highlight what matters.

What your post ultimately highlights is that Vision Modes are a form of visual communication. They’re not just about enhancing perception—they’re about guiding it. And the consistency you’ve observed across different games suggests that developers have, over time, converged on a set of techniques that reliably balance clarity, immersion, and usability.

It’s a great reminder that even the most familiar mechanics are often built on careful, intentional design choices that shape how we experience a game moment to moment.

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4/29/2026 05:34:39 am

Really useful breakdown of how vision modes work across different games — it's interesting to see how desaturation, vignetting, and glow highlights are used to cut down visual noise and help players focus on what actually matters in the game world. Do you think games that keep the environment unchanged, like Witcher 3, offer a better overall experience compared to ones that fully alter the palette? For more gaming content and discussions, dude theftwars fps is also worth checking out!

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