Thunderhead - 6 Lightning VFX x 5 Colours | Native 4K 60fps
A downloadable asset pack
Lightning that behaves like lightning. Thunderhead is six electrical animations, each delivered in five colour variants, rendered at native 4096 px and 60 fps with straight alpha. Watch the actual delivered animation in the previews.

Skyfall Strike - Electric Blue (shown at 30 fps; files are 60 fps)
Try the complete free Skyfall Strike (Electric Blue), then upgrade for all thirty animations.
Six motions
- Skyfall Strike (2048 x 4096, 48 frames): a stepped leader descends over ten frames, attaches, and the return stroke fires: the whole channel flashes, branches flare and then die outward, the ground lights up and sparks fly. Two dart re-strikes run back down the same channel before the bolt clears.
- Forked Strike (2048 x 4096, 48 frames): the channel splits at 40 percent of its height into two ground contacts, the second landing one frame after the first, each with its own flash and sparks.
- Chain Lightning (4096 x 4096, 48 frames): three hops between four points across the frame. Each hop flashes, hits with an impact glow and a shock ring, throws sparks, and fades while the next jumps.
- Ball Lightning (4096 x 4096, 128-frame seamless loop): a plasma sphere with interior filaments and a hot rim, ten surface filaments that crawl and re-form, four arcs that leap off the surface per loop, and orbiting sparks.
- Tesla Arc (4096 x 4096, 64-frame seamless loop): three to four writhing arcs between two glowing electrodes, re-formed at 30 Hz with brightness flicker.
- Ground Burst (4096 x 4096, 48 frames): a strike hits the ground: a flattened shock ring expands, nine arcs crawl outward along the surface, 360 sparks burst upward under gravity, afterglow fades.

Forked Strike - Violet Storm (shown at 30 fps; files are 60 fps)

Chain Lightning - Solar Gold (shown at 30 fps; files are 60 fps)

Ball Lightning - Electric Blue (shown at 15 fps; files are 60 fps)

Tesla Arc - Toxic Green (shown at 30 fps; files are 60 fps)

Ground Burst - Infernal Red (shown at 30 fps; files are 60 fps)
Five colours, one simulation
Electric Blue, Violet Storm, Infernal Red, Toxic Green and Solar Gold. Every variant is rendered from the same simulation, so shape and timing are frame-identical across colours and a variant swap is a texture swap. Cores stay white-hot in every colour; the glow, the cloud flash and the sparks carry the hue.
How the bolts are built
Each channel is a midpoint-displaced path with persistent low frequencies and per-frame high-frequency flicker, so a bolt keeps its identity between frames while its detail crackles. Branches spawn recursively, taper, and are dimmer than the trunk; after the return stroke they die from the tip inward. Channels are rasterised with an exact distance function, so a 5 px core at 4K has a clean anti-aliased edge, with bloom in five octaves on top.
What you get
- 1,920 native 4K RGBA PNG frames (384 frames per colour, 5 colours), rendered at 4096 px tall.
- Sprite sheets at 4096 and 2048 px for every animation: 8 x 8 grids of 512 px cells for square motions, 8 x 4 grids of 512 x 1024 px cells for the portrait strikes. Unused cells are transparent.
- Loose 512 px and 256 px sequences, 1080p MP4 previews, GIF previews and contact sheets.
- A separate download with a 4096 px 60 fps VP9 WebM with alpha for every animation.
- JSON metadata per animation: frame count, fps, playback mode, pivot, sheet layout; a pack manifest.
- An offline browser viewer for every motion and variant with playback, scrubbing, additive or alpha blend and background checks.
- Godot 4 helper script, Unity and Unreal import notes, a VERIFICATION.txt per animation.
Straight alpha, no dark halo
The colour under fully transparent pixels is bled outward from the effect, so filtering, mipmaps and downscaling never grow a dark fringe. Smaller sizes were produced in linear light on premultiplied colour and un-premultiplied afterwards, then measured.
Measured before packaging
- no frame touches the border
- every one-shot ends on a fully transparent frame; loops are periodic by construction
- no duplicate consecutive frames
- transparent pixels next to the effect carry the effect's colour, not black
Drop in
Unreal: FlipBook node (8 x 8, or 8 x 4 for strikes). Unity: Sprite Editor grid slice or Texture Sheet Animation. Godot: the included script or AnimatedSprite2D from sheet. Additive blending suits every motion in this pack.
Free sample: Skyfall Strike in Electric Blue includes all 48 native 4K frames, sheets, loose frames, preview video, metadata, viewer, engine helpers and the same license as the full pack.
Commercial use is included. Use the animations in your games and other finished projects. Attribution is optional. Do not resell or redistribute the asset files as an asset pack. The included license gives the full terms.
| Published | 4 days ago |
| Status | Released |
| Category | Assets |
| Author | SEAMPROOF |
| Tags | 2D, Animation, Effects, game-development, high-resolution, lightning, PNG, Sci-fi, sprite-sheet, vfx |
| Content | No generative AI was used |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:








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