Visual Effects
AI VFX generator
for 2D game effects
Describe an effect and how it moves. Mable returns a transparent sprite sheet with per-frame timing and blend mode, ready for hits, spells, pickups, and UI.
Fireball flight · loop
- You give
- A short effect description (shape, colors, art style) and a separate description of how it moves. No scenery, characters, or text.
- You get
- A transparent WebP effect atlas with per-frame durations, blend mode, loop flag, and review notes.
- Format
- Transparent WebP effect sprite sheet
Made with Visual Effects
Real results, with the exact input that produced them. Nothing here is mocked up.
- Fireball flight · loop
PromptA round orange fireball flying right only, bright yellow core, flame tail streaming to the left with small embers, volumetric additive glow with a hot bright core and soft falloff, realistic cinematic AAA game VFX, physically believable detail, layered particles and wisps, subtle depth and volume, high dynamic range, no outlines, no flat cel shading. No scenery, no character, no text, no ground plane, no background objects. — Motion: The fireball core stays fixed and pulses, the flame tail flickers and streams to the left, embers fly back and fade. The overall silhouette size and position stay constant throughout; all elements return to the exact starting arrangement for a seamless 2 second loop.
- Healing aura · loop
PromptA soft green-gold healing aura only: a flattened glowing ring of light on the ground with rising luminous motes and gentle light rays, volumetric additive glow with a hot bright core and soft falloff, realistic cinematic AAA game VFX, physically believable detail, layered particles and wisps, subtle depth and volume, high dynamic range, no outlines, no flat cel shading. No scenery, no character, no text, no ground plane, no background objects. — Motion: The ground ring stays anchored and breathes softly in brightness, motes rise slowly and fade, replaced by new ones from below. The overall silhouette size and position stay constant throughout; all elements return to the exact starting arrangement for a seamless 2 second loop.
- Sword slash · one-shot
PromptSingle isolated white-cyan crescent sword energy slash, open crescent facing right, clean Japanese anime game VFX line art, solid bold shapes, sharp bright core with thin fragmented afterimage flecks along the trailing edge. No ring closure, no rotation. — Motion: The crescent stays open facing right and never rotates; it appears on the left, makes one quick short horizontal move to the right with a slight ease-out, thin fragmented afterimages trail behind the tail, then the tail end narrows and fades first; finish early with transparent empty frames.
- Lightning strike · one-shot
PromptA single realistic vertical lightning bolt only, blinding white core with blue-violet corona, fine branching filaments and a bright impact flash with sparks at the bottom, volumetric additive glow with a hot bright core and soft falloff, realistic cinematic AAA game VFX, physically believable detail, layered particles and wisps, subtle depth and volume, high dynamic range, no outlines, no flat cel shading. No scenery, no character, no text, no ground plane, no background objects. — Motion: The bolt appears instantly at full brightness with an impact flash at the bottom, flickers and re-branches twice in quick snaps, then thins and breaks apart while sparks scatter and fade; fully transparent by 0.7 seconds, frame stays empty afterwards. The bolt stays in place.
- Coin pickup sparkle · one-shot, 16-bit
PromptA tiny coin pickup sparkle in crisp 16-bit pixel-art style: one bright four-point star at the center with five or six small rounded gold pixel particles around it, warm white and yellow highlights with amber edges, compact and highly readable at tiny size, no scenery. — Motion: The four-point star stays centered and flashes at onset; five or six gold particles spring outward radially with slight upward arcs, then decelerate and fade quickly. The center star fades by about 0.6 seconds, leaving a transparent tail; keep the origin centered with no drift.
- Confetti burst · one-shot
PromptA burst of colourful confetti only, small red, yellow, blue and green paper strips and dots flying outward from the centre, volumetric additive glow with a hot bright core and soft falloff, realistic cinematic AAA game VFX, physically believable detail, layered particles and wisps, subtle depth and volume, high dynamic range, no outlines, no flat cel shading. No scenery, no character, no text, no ground plane, no background objects. — Motion: Confetti pops outward a short distance from the centre, pieces tumble and flutter as they fall, fading to full transparency by 0.9 seconds; frame stays empty afterwards. Stays inside the frame.
What you can make
- Impact bursts, slashes, and hit sparks
- Spell casts, auras, and buffs
- Pickup sparkles and coin pops
- Appear and vanish states, played forward or in reverse
Questions
How is this different from Character Animation?
Visual Effects starts from a text description instead of an image. It first draws a keyframe of the effect, then animates that keyframe into a sprite sheet.
What is the blend mode for?
Effects such as fire and glow look right when drawn additively. The result tells you which blend mode to use so the effect composites correctly in your engine.
Can the effect loop?
Yes. Looping effects such as auras return a loop flag; one-shot effects such as impacts play once. Appear and grow states can be delivered reversed.
How do I use it in my engine?
Load the atlas like any sprite sheet, step frames by the returned per-frame durations, and draw with the blend mode the result specifies.