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 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.
Part of HUD & Sci-Fi Interface. New to this kind of graphic? Read HUD overlays: sci-fi interface graphics that read clearly.
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. It belongs to the HUD & Sci-Fi Interface 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. Typography: font. Style: background, text color, primary, secondary, accent and thickness. Layout: aspect ratio, scale and position. Motion: duration, speed and variation. Each change appears in the live preview straight away, and editing is free.
Kill Feed runs 8 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 and export WebM with a VP9 alpha channel, then put it on a track above your footage. If your editor does not decode WebM alpha, transcode it once to an alpha codec it supports. 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 game-style ammo panel: the magazine ticks down in bursts, RELOAD blinks, a reload arc spins, the reserve drops and firing resumes.
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 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.
A motorsport telemetry cluster: big speed digits, a glowing RPM arc with shift lights, gear number, throttle and brake bars and a flashing lap delta.
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 game speedrun split tracker with staggered row slide-ins, the current split pulsing with a live timer, and signed delta times that flash green for ahead or red for behind.
A segmented XP bar fills to the brim, LEVEL UP flashes in with a radial burst of rays and sparks, and the new level pops in as the bar resets.
A sci-fi shield status panel: a glowing radial gauge over a hex grid with fore, aft, port and starboard readouts. Mid-loop a quadrant takes a hit, flashes, drops and regenerates.