Pixel Art Blink Teleport: A pixel art blink: the character breaks into rising streaks and vanishes, then rebuilds a short way off and lands with a flash, a floor ring and bouncing sparks.

Pixel Art Blink Teleport

A pixel art blink: the character breaks into rising streaks and vanishes, then rebuilds a short way off and lands with a flash, a floor ring and bouncing sparks. Use it for rogue dodges, mage blinks, dashes and short-range teleports in action games and RPGs.

Pixel Art Blink Teleport is a pixel art effect that plays once over 1.8 seconds, drawn on a 432 by 312 canvas at 3x pixels. It is built from 11 particle emitters, 1 laser beam and 7 glowing strokes. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 54 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 1.8, 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 1.8 s clip.

Pixel Art Blink Teleport at 8 moments, from 0.11 s to 1.69 s

HOW IT'S MADE

Pixel Art Blink Teleport is drawn with 7 glowing strokes, lines with a hot core and a soft glow traced along their shapes, plus 11 particle emitters. Techniques worth a look: laser beams, magnets, a sprite dissolve, collisions and post filters (bloom). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It plays once over 1.8 s: "Start ring (far)" goes off first, and "Landing dust" joins at 1 s. To recolour the line, select "Start ring (far)" and change Core and Glow; Start and End set how much of it is drawn. Pixel size in the Pixel art panel sets how chunky it looks. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Start floor light, Landing floor lightsprite / additiveA placed glow.
  2. Start ring (far), Landing ring (far), Landing echo (far) +3stroke / additiveA glowing line traced along a circle.
  3. Start gatherparticles / additiveA stream of streaks from a ring, its rate keyframed over the loop. They are swallowed by a magnet at its centre. Colour runs from violet to white over each life.
  4. Rising streaksparticles / additiveA steady stream of streaks from the sprite's dissolving edge. They float upward. Colour runs from white to violet over each life.
  5. Rising motesparticles / additiveA steady stream of pixels from the sprite's dissolving edge. They sway from side to side, shrink as they age and slow down with drag. Colour runs from white to deep violet over each life.
  6. Vanish slitlaser / additiveA laser beam firing sideways.
  7. Vanish flashparticles / additiveA single particle at 0.44 s. Colours range between pale violet and white.
  8. Blink linestroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  9. Falling streaksparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colour runs from pale violet to white over each life.
  10. Forming sparksparticles / additiveA steady stream of pixels from the sprite's dissolving edge. They slow down with drag. Colour runs from white to violet over each life.

5 more layers are in the studio.

DETAILS

Length
1.8 seconds, plays once
Canvas
432 x 312, pixel art at 3x
Layers
11 emitters, 1 laser and 7 glowing strokes
Blend
Mostly additive (glows)
Colours
whitevioletpale violetpale cyan
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, blink, teleport, dash, warp, arcane, dissolve, rogue, one-shot

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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