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.

Real output

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.

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.

Got your assets?
Now make the game.

Open Creator Studio