Logo Shatter Intro: Glass shards fly in from in front of the camera and lock into a studio emblem and name with a flash and gleams, then burst back toward the viewer.

Logo Shatter Intro

Glass shards fly in from in front of the camera and lock into a studio emblem and name with a flash and gleams, then burst back toward the viewer. Logo shatter intro for splash screens and title cards.

Logo Shatter Intro is an HD effect that loops seamlessly every 3.5 seconds, drawn on a 640 by 360 canvas. It is built from 8 particle emitters.

Free download with a transparent background, cropped to the effect, 105 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 3.5, 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 3.5 s loop.

Logo Shatter Intro at 8 moments, from 0 s to 3.06 s

HOW IT'S MADE

Logo Shatter Intro stacks 8 particle emitters, each with its own job. Techniques worth a look: keyframed parameters and post filters (bloom).

It loops seamlessly every 3.5 s, and 7 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 2.38 s, so the layers arrive one after another. To change its colour, select "Lock flash" 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. Back glowsprite / additiveA placed glow.
  2. Emblem assemblesparticlesOne burst of 60 shards at the start. They fly in and form a shape and grow as they age.
  3. Name assemblesparticlesOne burst of 34 shards at the start. They fly in and form a shape and grow as they age. Colours range between white and pale teal.
  4. Lock flashparticles / additiveA single particle at 1.2 s. It grows as it ages. Colour: pale teal.
  5. Gleamsparticles / additiveA stream of stars across a box, its rate keyframed over the loop. They swell and then shrink away. Colours range between white and pale teal.
  6. Emblem burstsparticlesOne burst of 60 shards at 2.38 s. They are flung outward and grow as they age.
  7. Name burstsparticlesOne burst of 34 shards at 2.38 s. They are flung outward and grow as they age. Colours range between white and pale teal.
  8. Burst flashparticles / additiveA single particle at 2.38 s. It grows as it ages. Colour: white.
  9. Burst ringparticles / additiveA single particle at 2.38 s. It grows as it ages. Colour: teal.

DETAILS

Length
3.5 seconds, seamless loop
Canvas
640 x 360, HD
Layers
8 emitters
Blend
Mostly normal
Colours
whitepale tealteal
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
logo, intro, reveal, glass, shatter, title, splash screen, studio

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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