Character Disintegrate To Dust: A hero made of its own pixels breaks apart into the wind: each pixel peels off, curls and cools to ash while embers flare along the breaking edge.

Character Disintegrate To Dust

A hero made of its own pixels breaks apart into the wind: each pixel peels off, curls and cools to ash while embers flare along the breaking edge. Swap in your own sprite.

Character Disintegrate To Dust is an HD effect that loops seamlessly every 2.7 seconds, drawn on a 512 by 512 canvas. It is built from 2 particle emitters.

Free download with a transparent background, cropped to the effect, 81 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 2.7, 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 2.7 s loop.

Character Disintegrate To Dust at 8 moments, from 0 s to 2.36 s

HOW IT'S MADE

Character Disintegrate To Dust plays on a character sprite, with 2 particle emitters around it. The hero itself gets dissolve. Techniques worth a look: a sprite dissolve, turbulence, keyframed parameters and post filters (bloom).

It loops seamlessly every 2.7 s, and one layer fires in bursts, so it pulses instead of flowing evenly. To change its colour, select "Embers" in the studio and edit the Colour over Life gradient. Size on the same layer sets how big its particles are. To see it on your own character, press Use my sprite in the studio: every layer follows the new sprite.

Layers, in draw order

  1. Dissolve guidespriteThe character sprite. Extras: dissolve.
  2. Hero pixelsparticlesOne burst of 1983 pixels at the start. They break away from a shape, wander on turbulence and shrink as they age. Colour runs from white to dark grey over each life.
  3. Embersparticles / additiveA stream of soft glows from the sprite's dissolving edge, its rate keyframed over the loop. They wander on turbulence and shrink as they age. Colour runs from white to orange over each life.

DETAILS

Length
2.7 seconds, seamless loop
Canvas
512 x 512, HD
Layers
2 emitters
Blend
Mostly normal
Colours
whitepale goldorangedeep red
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
death, defeat, disintegrate, dust, dissolve, snap, character, assemble

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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