Pixel Art Fire Breath: Pixel art fire breath: sparks gather into the mouth, then a white-hot cone of flame roars out, cools through orange into lit smoke and curls upward, with hot streaks, floor-bouncing sparks and embers.

Pixel Art Fire Breath

Pixel art fire breath: sparks gather into the mouth, then a white-hot cone of flame roars out, cools through orange into lit smoke and curls upward, with hot streaks, floor-bouncing sparks and embers. Use it for dragon and boss breath attacks, flamethrowers and fire traps.

Pixel Art Fire Breath is a pixel art effect that loops seamlessly every 2.8 seconds, drawn on a 336 by 228 canvas at 3x pixels. It is built from 13 particle emitters and 2 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, 84 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 2.8, 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 2.8 s loop.

Pixel Art Fire Breath at 8 moments, from 0 s to 2.45 s

HOW IT'S MADE

Pixel Art Fire Breath is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 13 particle emitters. Techniques worth a look: glowing strokes traced along shapes, sub-emitters set off by other particles, collisions, turbulence and post filters (bloom). 2 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 2.8 s, and 3 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 1.38 s, so the layers arrive one after another. To change its colour, select "Jet light" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. 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. Jet light, Floor lightparticles / additiveA single long-lived particle that stays for the whole loop.
  2. SmokeparticlesSmoke puffs set off by "Flame jet" and "Sputter". They spawn "Smoke lit tops" as they appear, float upward, wander on turbulence and grow as they age. Colour runs from deep red to dark grey over each life.
  3. Smoke lit topsparticlesSmoke puffs set off by "Smoke". They float upward, wander on turbulence, grow as they age and slow down with drag. Colour runs from red to dark grey over each life.
  4. Gathering sparksparticles / additiveA steady stream of streaks from a ring. Colour runs from orange to white over each life.
  5. Charge ring, Release ringstroke / additiveA glowing line traced along a circle.
  6. Charge glowparticles / additiveA single particle at the start. It grows as it ages. Colour: orange.
  7. Flame jetparticles / additiveA stream of soft glows, its rate keyframed over the loop. They set off "Smoke" when they die, leave "Embers" behind them, float upward and grow as they age. Colour runs from white to deep red over each life.
  8. Hot streaksparticles / additiveA steady stream of streaks. They slow down with drag. Colour runs from white to orange over each life.
  9. Mouth glowparticles / additiveA steady stream of soft glows. Colours range between pale gold and orange.
  10. Sputterparticles / additive2 timed bursts of soft glows, 8 in all. They set off "Smoke" when they die, float upward, grow as they age and slow down with drag. Colour runs from white to deep red over each life.

3 more layers are in the studio.

DETAILS

Length
2.8 seconds, seamless loop
Canvas
336 x 228, pixel art at 3x
Layers
13 emitters and 2 glowing strokes
Blend
Mostly additive (glows)
Colours
orangewhitepale goldred
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, pixel, vfx, fire breath, dragon, flamethrower, fire, breath attack

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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