Geyser Eruption: A geyser eruption: the vent rumbles with steam wisps and hopping pebbles, then a tall column of water bursts up inside a billowing steam plume and rains back down across the ground.

Geyser Eruption

A geyser eruption: the vent rumbles with steam wisps and hopping pebbles, then a tall column of water bursts up inside a billowing steam plume and rains back down across the ground. Seamless loop for hazards, launch pads and world events.

Geyser Eruption is an HD effect that loops seamlessly every 3 seconds, drawn on a 512 by 512 canvas. It is built from 1 simulated smoke and fire layer and 11 particle emitters.

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.

Geyser Eruption at 8 moments, from 0 s to 2.63 s

HOW IT'S MADE

Geyser Eruption is built around a fluid simulation of fire and smoke on a grid, with 11 particle emitters on top. Techniques worth a look: sub-emitters set off by other particles, collisions, particles stretched along their motion, keyframed parameters and post filters (bloom and vignette). 3 scene layers (ground and props) show in the studio for context and stay 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 the flame colour, select "Steam" and edit Fire colours; Smoke colour sets the smoke.

Layers, in draw order

  1. SteamfluidSimulated fire and smoke from a cone-shaped jet.
  2. PebblesparticlesA stream of debris along a line, its rate keyframed over the loop. They fall under gravity, bounce when they hit something and spin. Colour: dark grey.
  3. Jet BodyparticlesA stream of streaks along a line, its rate keyframed over the loop. They fall under gravity and vanish when they hit something. Colours range between pale blue and blue.
  4. Jet Sourceparticles / additiveA stream of pixels along a line, its rate keyframed over the loop. They spawn "Jet Rim" as they appear, spawn "Jet Body" as they appear and spawn "Jet Highlight" as they appear. Colours range between orange and gold.
  5. Jet RimparticlesStreaks set off by "Jet Source". They set off "Landing Splash" on impact, set off "Wet Spots" on impact, fall under gravity and vanish when they hit something. Colour: blue.
  6. Jet BodyparticlesStreaks set off by "Jet Source". They fall under gravity and vanish when they hit something. Colour: pale blue.
  7. Jet HighlightparticlesStreaks set off by "Jet Source". They fall under gravity and vanish when they hit something. Colour: white.
  8. White WaterparticlesA stream of smoke puffs along a line, its rate keyframed over the loop. They fall under gravity, grow as they age and slow down with drag. Colours range between white and pale blue.
  9. Steam BillowsparticlesA stream of smoke puffs along a line, its rate keyframed over the loop. They grow as they age and slow down with drag. Colour: pale blue.
  10. Base SprayparticlesA stream of streaks from a ring, its rate keyframed over the loop. They fall under gravity, vanish when they hit something and slow down with drag. Colours range between white and pale cyan.

2 more layers are in the studio.

DETAILS

Length
3 seconds, seamless loop
Canvas
512 x 512, HD
Layers
11 emitters
Blend
Mostly normal
Colours
pale bluewhitebluedark grey
Sprites
Kenney Smoke Particles by Kenney (CC0), Kenney Splat Pack by Kenney (CC0)
Tags
water, geyser, eruption, steam, hazard, vent, launch

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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