Hologram Globe Ignition: Sci-fi hologram globe: a wireframe planet of linked nodes turns over a projector pedestal, a scan ring sweeps it pole to pole and each band ignites white-hot, then a shockwave and data rays fire while satellites beam links down.

Hologram Globe Ignition

Sci-fi hologram globe: a wireframe planet of linked nodes turns over a projector pedestal, a scan ring sweeps it pole to pole and each band ignites white-hot, then a shockwave and data rays fire while satellites beam links down. Seamless loop.

Hologram Globe Ignition is an HD effect that loops seamlessly every 4 seconds, drawn on a 1024 by 1024 canvas. It is built from 13 particle emitters and 6 glowing strokes. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Free download with a transparent background, cropped to the effect, 120 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 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 4 s loop.

Hologram Globe Ignition at 8 moments, from 0 s to 3.5 s

HOW IT'S MADE

Hologram Globe Ignition stacks 13 particle emitters, each with its own job. Techniques worth a look: glowing strokes traced along shapes, lines that connect nearby particles, Plexus style, ribbon trails, paths and post filters (bloom, chromatic aberration and vignette).

It loops seamlessly every 4 s, and 2 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Projector beam" 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. Far webparticles / additiveA steady stream of image sprites across a box. They are joined to their nearest neighbours by lines and sway from side to side. Colour: blue.
  2. Pedestal glowsprite / additiveA placed image.
  3. Pedestal ring, Orbit (far side), Orbitstroke / additiveA glowing line traced along a circle. It is drawn as dashes.
  4. Pedestal inner ring, Scan ring, Equator shockwavestroke / additiveA glowing line traced along a circle.
  5. Projector beamparticles / additiveA steady stream of image sprites along a line. They grow as they age. Colour: cyan.
  6. Latitude 1particles / additiveA steady stream of image sprites. They are wired to "Latitude 2" by lines, are joined to their nearest neighbours by lines and travel along a path. Colours range between pale cyan and white.
  7. Latitude 2particles / additiveA steady stream of image sprites. They are wired to "Latitude 3" by lines, are joined to their nearest neighbours by lines and travel along a path. Colours range between pale cyan and white.
  8. Latitude 3particles / additiveA steady stream of image sprites. They are wired to "Latitude 4" by lines, are joined to their nearest neighbours by lines and travel along a path. Colours range between pale cyan and white.
  9. Latitude 4particles / additiveA steady stream of image sprites. They are wired to "Latitude 5" by lines, are joined to their nearest neighbours by lines and travel along a path. Colours range between pale cyan and white.
  10. Latitude 5particles / additiveA steady stream of image sprites. They are wired to "Latitude 6" by lines, are joined to their nearest neighbours by lines and travel along a path. Colours range between pale cyan and white.

6 more layers are in the studio.

DETAILS

Length
4 seconds, seamless loop
Canvas
1024 x 1024, HD
Layers
13 emitters and 6 glowing strokes
Blend
Mostly additive (glows)
Colours
pale cyanwhitecyanblue
Sprites
Built-in shapes only
Tags
hologram, globe, plexus, wireframe, sci-fi, scan, network, ui

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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