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Speed Lines

Anime streaks tearing across the frame during a dash — a century-old comic trick that still sells motion best.

vfxspeedanimedash

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

the lines live exactly as long as the dash — not a frame more
Line Density20
Dash Time300ms

Use Cases

Dashes and dodgesSprint and nitro statesFalling at high speedFinishing moves and super attacks

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

Implementation

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

Prompt
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

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