Snowball Hit: A snowball flies in and splats against a wall in a puff of powder; chunks fall and settle on the floor with little poofs and a white splat sticks to the wall.

Snowball Hit

A snowball flies in and splats against a wall in a puff of powder; chunks fall and settle on the floor with little poofs and a white splat sticks to the wall. Plays once per loop.

Snowball Hit is an HD effect that loops seamlessly every 1.4 seconds, drawn on a 384 by 384 canvas. It is built from 9 particle emitters.

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.

Snowball Hit at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Snowball Hit stacks 9 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles, collisions and post filters (bloom and vignette). 3 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 3 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Snowball Shade" 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. Wall SplatparticlesSplats set off by "Snowball". They grow as they age. Colour: white.
  2. Snowball ShadeparticlesA single particle at 0.04 s. Colour: blue.
  3. Snowball, Snowball HighlightparticlesA single particle at 0.04 s. Colour: white.
  4. Powder PuffparticlesSmoke puffs set off by "Snowball". They fall under gravity, grow as they age and slow down with drag. Colours range between white and pale blue.
  5. Snow ChunksparticlesSplats set off by "Snowball". They set off "Landing Poof" on impact, fall under gravity and bounce when they hit something. Colours range between white and pale blue.
  6. Snow Dustparticles / additiveSoft glows set off by "Snowball". They fall under gravity and slow down with drag. Colours range between white and pale blue.
  7. Landing PoofparticlesSmoke puffs set off by "Snow Chunks". They grow as they age and slow down with drag. Colours range between white and pale blue.
  8. Glitterparticles / additiveStars set off by "Snowball". They swell and then shrink away. Colours range between white and pale cyan.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
384 x 384, HD
Layers
9 emitters
Blend
Mostly normal
Colours
whitepale bluebluepale cyan
Sprites
Kenney Particle Pack by Kenney (CC0), Kenney Smoke Particles by Kenney (CC0), Kenney Splat Pack by Kenney (CC0)
Tags
snowball, snow, winter, hit, throw, christmas, 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.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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