Speed Lines
Anime streaks tearing across the frame during a dash — a century-old comic trick that still sells motion best.
Examples
Captured from this page's own interactive demo below.
Overview
Manga solved motion on a static page a century ago: draw the lines the world would smear into and the brain supplies the speed. Games inherited the trick wholesale — during a dash, a burst, a dive, thin streaks tear across the frame parallel to the motion, and the character instantly reads as FAST even if their actual pixels-per-second barely changed.
The lines are a state, not an object: they exist only while the speed does. Spawn them on the dash frame, stream them opposite the motion direction, and kill them the frame the dash ends — an ease-out tail of a few frames is fine, a lingering fade is not. Vary length, thickness, and lifetime per line so the batch reads as energy rather than as a static overlay texture.
Two placements do different jobs: edge-anchored lines (radiating inward from the screen border) keep the center clean and read as camera-speed — good for sustained sprints; full-frame streaks crossing behind the character read as burst-speed — good for dashes and finishing moves. Both are cheap alpha quads; the restraint budget is attention, not GPU.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Bind the lines to the speed state exactly — spawn on the dash frame, gone within frames of it ending.
- ✓Randomize length, thickness, and lifetime per line so the batch reads as energy, not a texture.
- ✓Stream the lines opposite the motion; lines moving WITH the character read as wind, not speed.
Don't
- ✕Don't leave speed lines on during normal movement — they're a burst word, and constant use deletes it.
- ✕Don't cover the screen center during gameplay dashes; the player still needs to see where they're going.
- ✕Don't use pure white at full opacity — slightly transparent, slightly blue-shifted lines read faster and cleaner.
Common Mistakes
- ⚠Lines fading out over half a second after the dash, smearing a crisp burst into fog.
- ⚠A static speed-line overlay texture that visibly repeats every dash, spotted by players within minutes.
- ⚠Screen-space lines ignoring the motion direction, so a downward dive gets horizontal streaks.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Speed Lines" game-feel effect to my project: Anime streaks tearing across the frame during a dash — a century-old comic trick that still sells motion best.
How it works: Manga solved motion on a static page a century ago: draw the lines the world would smear into and the brain supplies the speed. Games inherited the trick wholesale — during a dash, a burst, a dive, thin streaks tear across the frame parallel to the motion, and the character instantly reads as FAST even if their actual pixels-per-second barely changed.
Guidelines:
- Bind the lines to the speed state exactly — spawn on the dash frame, gone within frames of it ending.
- Randomize length, thickness, and lifetime per line so the batch reads as energy, not a texture.
- Stream the lines opposite the motion; lines moving WITH the character read as wind, not speed.
Avoid:
- Don't leave speed lines on during normal movement — they're a burst word, and constant use deletes it.
- Don't cover the screen center during gameplay dashes; the player still needs to see where they're going.
- Don't use pure white at full opacity — slightly transparent, slightly blue-shifted lines read faster and cleaner.
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
Trail
A fading streak left behind a fast-moving object to make its motion readable.
FOV Kick
The field of view widens as you speed up — the world stretches past the edges and 'fast' becomes physical.
Anticipation
A wind-up in the opposite direction before an action, telegraphing what's coming.
Comments
…