Anime Power Up Pillar: A power-up pillar for anime battlegrounds awakenings: motes gather, then a green-white column of light erupts from the ground with spiral ribbons, lifted rocks, sparks and shock rings, holds and fades.

Anime Power Up Pillar

A power-up pillar for anime battlegrounds awakenings: motes gather, then a green-white column of light erupts from the ground with spiral ribbons, lifted rocks, sparks and shock rings, holds and fades. Plays once.

Anime Power Up Pillar is an HD effect that loops seamlessly every 2 seconds, drawn on a 512 by 512 canvas. It is built from 13 particle emitters. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 60 frames at 30 fps. Use it in commercial games, no credit needed.

Licence: use it in any project, including paid commercial games such as a game sold on Steam. There is no per-project licence to buy and no credit needed. Terms.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 2, then emit one particle per cycle. Roblox setup.

REMIX WITH AI

Try:

Left empty, it just opens in the agent, free. Each change is one AI build, and you start with free builds.

Engine data for Unity, Godot, GameMaker and Aseprite comes with a plan: open it in the studio.

OPEN IN THE STUDIO

Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

Try variations: new colours, motion and shapes of this effect, free in the studio.

FRAME BY FRAME

8 evenly spaced moments across the 2 s loop.

Anime Power Up Pillar at 8 moments, from 0 s to 1.75 s

HOW IT'S MADE

Anime Power Up Pillar stacks 13 particle emitters, each with its own job. Techniques worth a look: ribbon trails, particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 2 s, and 8 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 1.3 s, so the layers arrive one after another. To change its colour, select "Light Column" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Gathering Motesparticles / additiveA stream of streaks from a ring, its rate keyframed over the loop. Colours range between white and pale green.
  2. Light Columnparticles / additiveA single particle at 0.15 s. It grows as it ages. Colour: green.
  3. Column Core, Hit Flashparticles / additiveA single particle at 0.15 s. It grows as it ages. Colour: white.
  4. Rising Flowparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colours range between white and pale green.
  5. Spiral Ribbonsparticles / additiveA stream of ribbon trails along a line, its rate keyframed over the loop. They sway from side to side and slow down with drag. Colour runs from white to green over each life.
  6. Lifted RocksparticlesA stream of debris from a disc, its rate keyframed over the loop. They spin and slow down with drag. Colour: grey.
  7. Shockwaveparticles / additiveA single particle at 0.15 s. It grows as it ages. Colour runs from white to green over each life.
  8. Shockwaveparticles / additiveA single particle at 0.23 s. It grows as it ages. Colour runs from white to green over each life.
  9. Blown DustparticlesOne burst of 22 smoke puffs from a ring at 0.15 s. They float upward, grow as they age, spin and slow down with drag. Colours range between light grey and grey.
  10. Rising Sparksparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. They sway from side to side. Colour runs from white to green over each life.

2 more layers are in the studio.

DETAILS

Length
2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
13 emitters
Blend
Mostly additive (glows)
Colours
whitepale greengreengrey
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
power up, pillar, light pillar, awakening, anime, battlegrounds, green, ultimate

USING IT IN YOUR GAME

Phaser, PixiJS
The PNG sheet is a plain grid of frames that both can slice. A TexturePacker JSON atlas comes with a plan, from the studio.
Unity
Import the PNG sheet as a Sprite with Mode set to Multiple and slice it, or open the effect in the studio for a ready-made grid.
Godot 4, GameMaker, Aseprite
Open it in the studio and pick your engine in Export: with a plan, it writes the files that engine imports.
Web and chat
The GIF plays anywhere; the APNG keeps soft edges on any background.
Blend mode
This effect is made of light. For the same glow in your game, draw the sprite with additive blending, or export it on black from the studio for additive shaders.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime). Drawn with additive blending: see glow effects without a black box.

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