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Particle Burst

A radial spray of short-lived particles that marks an impact or a pickup.

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Examples

Captured from this page's own interactive demo below.

Overview

A particle burst spawns a handful of small, fast, short-lived particles flying radially out of a point — on a hit landing, a crate breaking, a coin being collected — arcing under light gravity and fading within a second.

It works because real collisions eject debris; even an abstract spray of squares borrows that physical cue, so the event reads as material and consequential rather than as two sprites overlapping.

It's also one of the most flexible reward signals: the same burst tuned gold and upward says 'you gained something', tuned red and outward says 'something got damaged' — direction, color, and count carry the meaning.

Interactive Demo

Particle Count24
Burst Force260px/s

Use Cases

CombatPickups/LootDestructionMatch-3

Best Practices

Do

  • Keep particles short-lived (0.3–1s) and let them shrink or fade out — lingering debris turns into clutter.
  • Randomize each particle's speed, size, and angle a little — a perfectly even ring reads as mechanical.
  • Add slight gravity or drag so the burst has an arc — pure linear motion looks like a diagram, not debris.

Don't

  • Don't spawn unpooled particle objects per hit — bursts are exactly the high-frequency case object pooling exists for.
  • Don't scale particle count with importance alone — 200 particles on every kill destroys both readability and the framerate budget.
  • Don't tint the burst the same color as the background or the thing it's bursting from — it should separate instantly.

Common Mistakes

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
Add the "Particle Burst" game-feel effect to my project: A radial spray of short-lived particles that marks an impact or a pickup.

How it works: A particle burst spawns a handful of small, fast, short-lived particles flying radially out of a point — on a hit landing, a crate breaking, a coin being collected — arcing under light gravity and fading within a second.

Guidelines:
- Keep particles short-lived (0.3–1s) and let them shrink or fade out — lingering debris turns into clutter.
- Randomize each particle's speed, size, and angle a little — a perfectly even ring reads as mechanical.
- Add slight gravity or drag so the burst has an arc — pure linear motion looks like a diagram, not debris.

Avoid:
- Don't spawn unpooled particle objects per hit — bursts are exactly the high-frequency case object pooling exists for.
- Don't scale particle count with importance alone — 200 particles on every kill destroys both readability and the framerate budget.
- Don't tint the burst the same color as the background or the thing it's bursting from — it should separate instantly.

Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.

References

Related Effects

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