Transition Wipe
An iris closing on the hero, a beat of black, an iris opening on the new scene — transitions with a personality.
Examples
Captured from this page's own interactive demo below.
Overview
A fade is a shrug; a wipe is a sentence. The iris that closes on the hero's face, the shutter that slams sideways, the checkerboard that dissolves the level away — every classic wipe carries attitude the plain crossfade doesn't have, and it costs one animated mask instead of a loading-screen's worth of UI. Zelda has opened and closed on an iris for forty years because it works.
The anatomy is close → hold → open: the old scene is wiped away (200–400 ms), a beat of solid color hides the scene swap and any loading hitch (even 100 ms reads as intentional), and the new scene is revealed — traditionally with the opening centered on the player's new position, which lands the eye exactly where play resumes. The hold is the load-bearing part: it converts a technical stutter into rhythm.
Match the shape to the fiction — iris for adventure, hard diagonal for action, pixel dissolve for retro — and then keep it consistent; the wipe is part of the game's voice. Ease the leading edge (the mask should decelerate into fully-closed, then accelerate out), and let players who die often skip or shorten it: a 700 ms flourish is charming once and a tax on retry loops.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Hold on solid color for a beat between close and open — the hold converts loading hitches into rhythm.
- ✓Open the wipe centered on the player's NEW position so the eye lands where play resumes.
- ✓Pick one wipe shape as the game's signature and use it consistently — the transition is part of the voice.
Don't
- ✕Don't crossfade two live scenes when you can hide the swap behind a hold — half-mixed frames read as a glitch.
- ✕Don't lock input for the full flourish on frequent transitions; let retry loops shorten or skip it.
- ✕Don't animate the mask linearly — decelerate into closed, accelerate out of it, like a blink.
Common Mistakes
- ⚠A wipe that runs while the next scene is still loading, freezing half-closed and advertising the hitch it should hide.
- ⚠The iris opening on the screen center while the player spawns in a corner, making the eye hunt for the character.
- ⚠A different transition style on every screen — menu slides, deaths fade, doors iris — adding up to no identity at all.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Transition Wipe" game-feel effect to my project: An iris closing on the hero, a beat of black, an iris opening on the new scene — transitions with a personality.
How it works: A fade is a shrug; a wipe is a sentence. The iris that closes on the hero's face, the shutter that slams sideways, the checkerboard that dissolves the level away — every classic wipe carries attitude the plain crossfade doesn't have, and it costs one animated mask instead of a loading-screen's worth of UI. Zelda has opened and closed on an iris for forty years because it works.
Guidelines:
- Hold on solid color for a beat between close and open — the hold converts loading hitches into rhythm.
- Open the wipe centered on the player's NEW position so the eye lands where play resumes.
- Pick one wipe shape as the game's signature and use it consistently — the transition is part of the voice.
Avoid:
- Don't crossfade two live scenes when you can hide the swap behind a hold — half-mixed frames read as a glitch.
- Don't lock input for the full flourish on frequent transitions; let retry loops shorten or skip it.
- Don't animate the mask linearly — decelerate into closed, accelerate out of it, like a blink.
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
Screen Fader
Fading the screen to black to hide scene changes and frame transitions cleanly.
Focus Blur
The background melts out of focus when a menu or dialogue opens — the lens itself says 'look here now'.
Death Dissolve
Enemies burning away into glowing fragments instead of blinking out — a death worth watching.
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