Particle VFX Designer tunes a particle system live and then gives you the result in the form your engine wants — either as rendered frames, or as the actual emitter code.
The nine presets (fire, smoke, sparks, explosion, magic, rain, snow, bubbles, confetti) are starting points rather than the product: each one loads a full parameter set you then push around until it matches the effect you had in mind.
How to use it
Load a preset, or start from scratch.
Pick an emission shape — point, line, circle, ring or rectangle — and set the emission rate, maximum particle count and whether it emits continuously or as a burst.
Set particle lifetime, speed range, direction, spread and gravity, then the size and opacity curve from start to end.
Choose a particle shape or load your own texture, and set the blend mode: normal, additive, multiply, screen, overlay or soft light. Additive is what makes fire and magic glow.
Add trails, glow and hue variation, then export.
Formats and options
Export as a sprite sheet with your own frame size, frame count, FPS and column layout, as a JSON config, or as a PNG sequence, with a transparent background if you want one.
Generate emitter code for Phaser 3, Godot 4, Unity (C#) or generic JavaScript pseudocode, and copy the snippet straight out.
Save the configuration into the browser, or open the rendered sheet in the Sprite Player.
Burst mode with a burst count covers one-shot effects like an explosion; continuous emission covers ambient ones like rain.