VFX explosion breakdown

The complete explosion sequence is created by layering separate particle systems. The systems use timed delays to emit in a specific sequence. When combined, this creates the beats for the anticipation build-up, explosion, and final dissipation.

Creating Anime-style speed lines converging on the center screen. This is achieved by using Unity trails emitting from a large hemisphere with negative speed to pull inward. A curve on the Noise Strength modules gives the result kinked electrical forms

Inspired by the round shapes in Kirby Krackle, I am using a noise module on the interior energy balls to give them a frantic animation. The rings are textures mapped to a quad with arbitrary 3D-plane rotation, and a sprite sheet animation for electricity.

The vignette particles are locked to camera view to ensure they cover the screen edges.

Flashes and glows are simple sprites that are scale over time.

Smoke using flipbook animation with a scale curve over lifetime. Shockwave keeps parallel to floor with horizontal billboard setting.

Using particle collision to keep the sparks on the floor with slight bounce and dampen properties. Trails use orbital velocity on Y axis.

Parts of WIP VFX system built in Unity.