Hit Effects
Carbon Hit Effects
12 realistic impact and effect sprites for dark interfaces — near black with warning amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Carbon Hit Effects is a set of 12 impact and effect sprites drawn in the realistic style, where a five-stop specular gradient runs down a brushed metal face with rivets at the corners. It contains a hit spark and a critical burst, an impact ring and a ground shockwave, a slash arc, a glow orb and a sparkle, a heal mark and a shield bubble and a dust puff, a lightning bolt and rising embers.
Every other kit in this catalogue draws the interface. None of them draw the moment one thing hits another, which is the first thing a combat system needs and the last thing a solo developer gets to. An effect sprite also has no outline to hide behind: it lives on top of the game for a few frames and then it is gone.
The brush texture is a 3px line pattern rather than real noise: noise triples the PNG weight for a texture nobody can see at 1x. The shadow is layered rather than blurred so it holds up at 4x.
Inside that style this is the Carbon reading of it: a dark interface on a near black palette with warning amber accents, built around four corner brackets in place of a closed border, chamfered buttons at 152x44, hollow-cored bars divided into 14 segments, and two-tone icons on a 32px grid. Those measurements are why two families can share an art style without being interchangeable: the style decides how an edge is drawn, the numbers decide what the interface is for.
Every sprite is centred in a square canvas and symmetric about that centre, so the engine only has to scale and fade — an effect anchored off-centre drifts sideways as it grows, and that reads as a bug rather than a burst. The bodies are single-colour with no outline, because an outlined spark reads as a piece of interface rather than as light. The glow orb is built from stacked discs at falling opacity rather than a blur filter: a filter is rasterised differently across engines and turns to mush at 4x.
Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x, so you can drop the PNGs straight into an engine or open the vector and change a colour. Built to the same measurements as the rest of the Carbon family, which means this kit and the Carbon panel kit line up without either being resized. A good fit for realistic and simulation interfaces.
Download
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Anchor every effect at the centre of its sprite and scale from there; these are drawn symmetric so that scale and fade is the whole animation.
- Play the hit spark for two or three frames at most. An impact that lingers stops reading as an impact.
- Tint by multiplying rather than replacing the colour — the sprites carry their own light-to-dark falloff, and a flat colour replace throws it away.
- Use additive blending for the spark, burst, glow and sparkle, and normal blending for the dust puff and embers, which are matter rather than light.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Carbon Hit Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/vfx/carbon-hit-effects


