Anime Red Rage Aura: A red rage aura for anime battlegrounds and fighting games: fast crimson flames with a dark heart, red bolts snapping, steam venting and embers flung out over a heat ripple.

Anime Red Rage Aura

A red rage aura for anime battlegrounds and fighting games: fast crimson flames with a dark heart, red bolts snapping, steam venting and embers flung out over a heat ripple. Seamless loop.

Anime Red Rage Aura is an HD effect that loops seamlessly every 1 seconds, drawn on a 512 by 512 canvas. It is built from 7 particle emitters and 3 lightning bolts. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 30 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 1, 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 1 s loop.

Anime Red Rage Aura at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Anime Red Rage Aura gets its crackle from 3 lightning bolts (a new jagged path on every strike), backed by 7 particle emitters. Techniques worth a look: magnets, particles stretched along their motion and post filters (bloom and heat haze).

It loops seamlessly every 1 s, and one layer fires in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.13 s, so the layers arrive one after another. To change its colour, select "Body Glow" 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. Body Glowparticles / additiveA steady stream of soft glows. Colour: red.
  2. Crimson Flamesparticles / additiveA steady stream of flames from a ring. They are pulled toward a magnet, float upward, sway from side to side and swell and then shrink away. Colour runs from orange to red over each life.
  3. Dark FlamesparticlesA steady stream of flames from a disc. They are pulled toward a magnet, float upward, sway from side to side and swell and then shrink away. Colour: black.
  4. Hot Edgeparticles / additiveA steady stream of flames from a ring. They are pulled toward a magnet, float upward, sway from side to side and swell and then shrink away. Colour runs from pale orange to red over each life.
  5. Rage SteamparticlesA steady stream of smoke puffs from a disc. They grow as they age, spin and slow down with drag. Colours range between pale red and grey.
  6. Rage Bolt 1lightning / additiveA lightning bolt striking downward every 0.2 s. It forks into branches. Each strike lands somewhere new.
  7. Rage Bolt 2lightning / additiveA lightning bolt striking upward every 0.2 s. It forks into branches. Each strike lands somewhere new.
  8. Rage Bolt 3lightning / additiveA lightning bolt striking sideways every 0.2 s. It forks into branches. Each strike lands somewhere new.
  9. Flung Embersparticles / additiveA steady stream of streaks from a ring. They float upward. Colour runs from white to red over each life.
  10. Ground Ringparticles / additiveA single particle every 0.25 s. It grows as it ages. Colour runs from pale red to red over each life.

DETAILS

Length
1 seconds, seamless loop
Canvas
512 x 512, HD
Layers
7 emitters and 3 lightning bolts
Blend
Mostly additive (glows)
Colours
whiteredpale reddeep red
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
aura, rage, red, berserk, anime, battlegrounds, flames, loop

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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