Blowing Sand: Sand blowing off a dune crest: fine sand creeps up the windward face and streams off the crest in long drifting plumes.

Blowing Sand

Sand blowing off a dune crest: fine sand creeps up the windward face and streams off the crest in long drifting plumes. Desert ambience. Loops perfectly.

Blowing Sand is an HD effect that loops seamlessly every 3 seconds, drawn on a 512 by 512 canvas. It is built from 5 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 90 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 3, 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 3 s loop.

Blowing Sand at 8 moments, from 0 s to 2.63 s

HOW IT'S MADE

Blowing Sand is a compact effect made from 5 particle emitters. Techniques worth a look: turbulence and particles stretched along their motion. A scene layer (ground or a prop) shows in the studio for context and stays out of every export.

Every layer emits continuously and the 3 s loop closes seamlessly, so it can run for as long as you need. To change its colour, select "Plume Haze" 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. Surface CreepparticlesA steady stream of streaks along a line. Colours range between gold and orange.
  2. Crest PlumeparticlesA steady stream of streaks along a line. They fall under gravity and wander on turbulence. Colours range between pale gold and orange.
  3. Plume HazeparticlesA steady stream of smoke puffs along a line. They wander on turbulence and grow as they age. Colours range between gold and orange.
  4. Lee DriftparticlesA steady stream of streaks across a box. They fall under gravity and wander on turbulence. Colour: orange.
  5. Wind Streaksparticles / additiveA steady stream of streaks across a box. Colour: pale orange.

DETAILS

Length
3 seconds, seamless loop
Canvas
512 x 512, HD
Layers
5 emitters
Blend
Mostly normal
Colours
orangegoldpale orangepale gold
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
blowing sand, sand, desert, dune, wind, ambient, background, 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.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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