
A wireframe mech draws itself, then each part takes a hit, flashes and settles to green, amber or red while integrity ticks down and leader lines report the damage.

A segmented health bar takes hits in chunks with a white flash and shake, then pulses red once it drops into the danger zone.
Part of Gaming FX. New to this kind of graphic? Read How to Add a Level Up Effect to Gaming Videos.
A segmented health bar takes hits in chunks with a white flash and shake, then pulses red once it drops into the danger zone. It belongs to the Gaming FX category on velements, where you edit it in the browser and download it as a finished video file.
Every control in the editor, grouped the same way there. Content: title and subtitle. Typography: font. Style: background, text color, primary, secondary, accent and thickness. Layout: aspect ratio and scale. Motion: duration, speed and variation. Each change appears in the live preview straight away, and editing is free.
Health Bar Damage runs 5 seconds by default, and you can set any length up to 60 seconds before you export. It plays once from start to finish, so it drops straight onto a cut or an opening.
Yes. Set the background to Transparent, then export a PNG sequence for Premiere Pro, After Effects, DaVinci Resolve, Final Cut Pro or Figma: import the first frame as an image sequence and it drops onto a track above your footage with a straight alpha channel. Export WebM with a VP9 alpha channel for the web and for CapCut. MP4 has no alpha channel, so it keeps a solid color or image behind the animation.
Yes. Each download comes with a perpetual commercial license in your name for client work, ads and products, and you may sell the edited clip on stock footage sites. Reselling the preset itself as an editable template is not allowed.

A wireframe mech draws itself, then each part takes a hit, flashes and settles to green, amber or red while integrity ticks down and leader lines report the damage.

Game-style HP, MP and stamina bars fill segment by segment in chamfered frames, then the HP bar takes a hit, flashes and drains while its readout counts down.

A chamfered plaque slides in with an icon disc, title, rarity label and pips while a shine sweeps across it.

The combo counter punches up hit by hit, the multiplier climbs and damage numbers float off with impact rings.

A hex level badge pops with a ray burst and flying sparks while the XP bar fills past the threshold under the headline.

A game-style ammo panel: the magazine ticks down in bursts, RELOAD blinks, a reload arc spins, the reserve drops and firing resumes.

A game kill feed where rows slide in from the right with killer name, a kill symbol and victim, stacking up with a glow highlight on arrival.

A game-style circular minimap that rotates with the player arrow, with pulsing objective pings, edge arrows, a scrolling compass tape and a live distance readout.