Pixel Art Firework Burst: Pixel art firework: a rocket climbs on a spitting spark trail and bursts into a pink peony and a gold ring of one-pixel trails that droop, crackle and leave falling glitter.

Pixel Art Firework Burst

Pixel art firework: a rocket climbs on a spitting spark trail and bursts into a pink peony and a gold ring of one-pixel trails that droop, crackle and leave falling glitter. Use it for level clears, victories, festival scenes and celebration menus.

Pixel Art Firework Burst is a pixel art effect that loops seamlessly every 3.2 seconds, drawn on a 288 by 384 canvas at 3x pixels. It is built from 13 particle emitters and 1 glowing stroke. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 96 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 3.2, 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 3.2 s loop.

Pixel Art Firework Burst at 8 moments, from 0 s to 2.8 s

HOW IT'S MADE

Pixel Art Firework Burst 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, ribbon trails, sub-emitters set off by other particles, collisions and post filters (bloom). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 3.2 s, and 8 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.93 s, so the layers arrive one after another. To change its colour, select "Sky glow" 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. Sky glowparticles / additiveA single particle at 0.89 s. It grows as it ages. Colour: pink.
  2. Burst smokeparticlesOne burst of 7 smoke puffs from a disc at 0.93 s. They grow as they age and slow down with drag. Colours range between deep blue and deep violet.
  3. Launch flashparticles / additiveA single particle at 0.04 s. It shrinks as it ages. Colour: pale gold.
  4. Launch smokeparticlesOne burst of 5 smoke puffs at 0.05 s. They grow as they age and slow down with drag. Colours range between deep violet and violet.
  5. Rocket trailparticles / additiveStreaks set off by "Rocket". They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to red over each life.
  6. Rocket glowparticles / additiveA single particle at 0.04 s. Colour: orange.
  7. Rocketparticles / additiveA single particle at 0.04 s. Colour: white.
  8. Glitterparticles / additivePixels set off by "Peony stars". They shrink as they age and slow down with drag. Colour runs from white to orange over each life.
  9. Peony starsparticles / additiveRibbon trails set off by "Rocket". They set off "Crackle" when they die, leave "Glitter" behind them, fall under gravity and slow down with drag. Colour runs from white to deep magenta over each life.
  10. Gold ringparticles / additiveRibbon trails set off by "Rocket". They set off "Crackle" when they die, fall under gravity and slow down with drag. Colour runs from white to orange over each life.

4 more layers are in the studio.

DETAILS

Length
3.2 seconds, seamless loop
Canvas
288 x 384, pixel art at 3x
Layers
13 emitters and 1 glowing stroke
Blend
Mostly additive (glows)
Colours
whitepale goldorangepink
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, pixel, vfx, firework, fireworks, celebration, rocket, burst, sparkle

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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