Character Materialize: Magic motes rise in a column and build a hero sprite pixel by pixel in its own colours, from the feet up, then lift away as light.

Character Materialize

Magic motes rise in a column and build a hero sprite pixel by pixel in its own colours, from the feet up, then lift away as light. Swap the image for your own character.

Character Materialize is an HD effect that loops seamlessly every 3.4 seconds, drawn on a 512 by 512 canvas. It is built from 5 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 102 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 3.4, 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 3.4 s loop.

Character Materialize at 8 moments, from 0 s to 2.98 s

HOW IT'S MADE

Character Materialize is a compact effect made from 5 particle emitters. Techniques worth a look: particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 3.4 s, and 2 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Rim glints" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Summon ring, Ground glowparticles / additiveA single long-lived particle that stays for the whole loop. It grows as it ages.
  2. Hero pixelsparticlesOne burst of 2475 pixels from a ring at the start. They fly in and form a shape, sway from side to side, swell and then shrink away and slow down with drag. Colours range between pale blue and pale cyan.
  3. Rim glintsparticles / additiveOne burst of 520 streaks from a ring at the start. They fly in and form a shape, sway from side to side and slow down with drag. Colours range between pale blue and blue.
  4. Rising sparksparticles / additiveA stream of streaks from a ring, its rate keyframed over the loop. They slow down with drag. Colours range between pale cyan and blue.

DETAILS

Length
3.4 seconds, seamless loop
Canvas
512 x 512, HD
Layers
5 emitters
Blend
Mostly additive (glows)
Colours
bluepale bluepale cyan
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
spawn, respawn, summon, materialize, teleport, character, hero, 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.
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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