Pixel Art Lightning Strike: A forked pixel-art lightning bolt slams into the ground with a white flash, bouncing sparks, a cooling scorch glow and drifting smoke.

Pixel Art Lightning Strike

A forked pixel-art lightning bolt slams into the ground with a white flash, bouncing sparks, a cooling scorch glow and drifting smoke. Use it for a thunder spell, a storm hazard or a boss strike in a pixel-art game.

Pixel Art Lightning Strike is a pixel art effect that loops seamlessly every 1.4 seconds, drawn on a 384 by 432 canvas at 3x pixels. It is built from 15 particle emitters, 6 lightning bolts and 1 glowing stroke. 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, 42 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 1.4, 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 1.4 s loop.

Pixel Art Lightning Strike at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Pixel Art Lightning Strike gets its crackle from 6 lightning bolts (a new jagged path on every strike), backed by 15 particle emitters. Techniques worth a look: glowing strokes traced along shapes, collisions, particles stretched along their motion, keyframed parameters 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 1.4 s, and 12 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.14 s, so the layers arrive one after another. The bolts strike on their own timers, every 0.14 to 1.4 s. It carries little colour of its own, so it takes a tint well: select "Sky flash" and set 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. Cloud glowparticles / additive2 single particles at set times. Colour: pale violet.
  2. Scorch markparticlesA single particle at 0.11 s. It grows as it ages. Colour: black.
  3. Scorch glowparticles / additiveA single particle at 0.11 s. It shrinks as it ages. Colour runs from white to deep red over each life.
  4. Scorch coreparticles / additiveA single particle at 0.11 s. It shrinks as it ages. Colour runs from white to red over each life.
  5. SmokeparticlesA stream of smoke puffs along a line, its rate keyframed over the loop. Extra bursts of 12 every 1.4 s. They float upward, sway from side to side, grow as they age and spin. Colour runs from orange to deep violet over each life.
  6. Smoke lightparticles / additiveA stream of smoke puffs along a line, its rate keyframed over the loop. They grow as they age and slow down with drag. Colours range between orange and magenta.
  7. Embersparticles / additiveA stream of pixels along a line, its rate keyframed over the loop. They sway from side to side and slow down with drag. Colour runs from white to red over each life.
  8. Ground staticparticles / additiveA stream of streaks along a line, its rate keyframed over the loop. Colours range between white and pale violet.
  9. Stepped leader, Fork, Main boltlightning / additiveA lightning bolt striking downward every 1.4 s. It forks into branches.
  10. Ground arc L, Ground arc Rlightning / additiveA lightning bolt striking sideways every 1.4 s. It forks into branches.

9 more layers are in the studio.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
384 x 432, pixel art at 3x
Layers
15 emitters, 6 lightning bolts and 1 glowing stroke
Blend
Mostly additive (glows)
Colours
whitepale violetpale goldorange
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, pixel, vfx, lightning, thunder, strike, storm, spell, impact

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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