three focal points of the game's initial design were bullets, blades, and blood. these pillars lead to the creation of the m.e.a.t. (massive evisceration and trauma) system to depict dynamic gore and detailed graphic violence. art and creative directors, david hensley and bill munk both cited "soldier of fortune"s ghoul system as an inspiration for the m.e.a.t. system employed by tripwire. bloodstains are a permanent fixture on maps in "killing floor 2". instead of blood being rendered as a texture that is projected onto objects in the world, they created a system which, in real time, modifies splatter map textures covering the map to display blood with little rendering overhead. in the original "killing floor" each of the enemy specimens had five individual points of dismemberment; in "killing floor 2" this number of points has been increased to twenty-two to provide substantially more variety in the dismemberment animations. in zed time, all colors except red become desaturated to enhance the visuals of the blood and gore.