Victory Trophy Shine: A gold trophy for victory and results screens: the cup floats in front of slowly turning sunbursts while a shine sweeps across it, its rim glints and gold glitter drifts down.

Victory Trophy Shine

A gold trophy for victory and results screens: the cup floats in front of slowly turning sunbursts while a shine sweeps across it, its rim glints and gold glitter drifts down. A seamless loop.

Victory Trophy Shine is an HD effect that loops seamlessly every 3 seconds, drawn on a 512 by 512 canvas. It is built from 6 particle emitters. 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, 90 frames at 30 fps. Use it in commercial games, no credit needed.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 3, 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.

FRAME BY FRAME

8 evenly spaced moments across the 3 s loop.

Victory Trophy Shine at 8 moments, from 0 s to 2.63 s

HOW IT'S MADE

Victory Trophy Shine stacks 6 particle emitters, each with its own job. Techniques worth a look: sprite modules, keyframed parameters and post filters (bloom).

It loops seamlessly every 3 s, and one layer fires in bursts, so it pulses instead of flowing evenly. To change its colour, select "Halo" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Sunburst, Light Rayssprite / additiveA placed image. Extras: keyframed motion.
  2. Haloparticles / additiveA steady stream of soft glows. Colour: orange.
  3. Pulse Ringparticles / additiveA single particle every 1.5 s. It grows as it ages. Colour: gold.
  4. TrophyspriteA placed image. Extras: bounce, glow and shine sweep.
  5. Rim Glintsparticles / additiveA steady stream of stars across a box. They swell and then shrink away. Colours range between white and pale gold.
  6. Sparklesparticles / additiveA steady stream of stars from a ring. They swell and then shrink away. Colours range between white and gold.
  7. Gold Glitterparticles / additiveA steady stream of stars across a box. They sway from side to side and spin. Colour runs from white to gold over each life.
  8. Rising Motesparticles / additiveA steady stream of soft glows across a box. They sway from side to side. Colours range between white and gold.

DETAILS

Length
3 seconds, seamless loop
Canvas
512 x 512, HD
Layers
6 emitters
Blend
Mostly additive (glows)
Colours
whitegoldorangepale gold
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
trophy, victory, win, congratulations, winner, gold, reward, results screen

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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