Expert

Visual Filters & Effects

EXP 6  •  8 min read
What you'll learn
  • What filters are and how they work in EscapeMaker
  • Apply filters to individual objects
  • All available filter types and their parameters
  • Use the Glow filter to signal interactivity
  • Animate filter parameters via events
  • Apply filters to scene backgrounds
  • Performance considerations and mobile best practices
1

What Are Filters?

Filters are Pixi.js post-processing effects applied to individual objects or to the whole scene. They run on the GPU, which makes them fast — each filter takes the rendered pixels of an object and transforms them before displaying the final result.

Common uses in escape games:

  • Make an interactive object glow to hint that it is clickable
  • Blur a background to create a sense of depth
  • Pixelate a TV screen sprite for a retro or glitch look
  • Add a color tint to shift the mood of a scene (greyscale for a past memory, red tint for danger)
  • Apply an outline to inventory items not yet collected so they stand out
2

Applying a Filter

Select any object on the canvas. In the Property Panel, scroll to the Filters section and click "Add Filter". A dropdown lists all available filter types — choose one to add it to the object.

Key things to know:

  • Multiple filters can be stacked on a single object. They apply in order from top to bottom in the list — the output of one filter becomes the input for the next.
  • Each filter shows its own parameter controls directly in the Property Panel beneath the filter name.
  • Remove a filter by clicking the trash icon next to it.
  • Drag the handle next to a filter name to reorder the stack.
Property Panel Filters section with a Glow filter added

Filters stack top-to-bottom in the Property Panel. Add as many as needed.

3

Available Filters

The following filters are built into EscapeMaker:

Filter Parameters Use Case
Blur Strength (0–20) Depth-of-field, fog, background defocus
Bloom Threshold, brightness, blur Glowing orbs, magical items, sunlight
Glow Distance, outerStrength, innerStrength, color Highlighted interactive objects
Color Matrix Hue, saturation, brightness, contrast Desaturate (greyscale), color grade
Pixelate Size (1–20) Retro TV, glitch effect, mosaic
Noise Noise amount (0–1), seed Film grain, static texture
Dot Scale, angle Comic-book halftone effect
Shockwave Center, time, amplitude Ripple/explosion visual burst
Outline Thickness, color, offset X/Y Highlight selected objects, cartoon style. Offset the line for a hand-inked or sticker look
4

Glow for Interactivity

A very common and effective pattern: add a subtle Glow filter to interactive objects so players instinctively understand they can click them — without displaying an intrusive tooltip or hand cursor.

Recommended settings for a hint glow:

  • outerStrength: 0.5–1.0 (subtle enough to not distract from the art)
  • distance: 10–15px
  • color: gold (#e5a53a) or soft blue (#5599ff)

For a more obvious "this is important" glow — such as a key item the player is actively searching for — bump outerStrength to 2.0–3.0 and consider using a pulsing animation (see Step 5).

Canvas showing a magic orb sprite with a golden glow halo

A subtle Glow filter draws the player's eye to interactive objects.

5

Animating Filter Parameters

Filter parameters are not static — you can change them at runtime using events. In any event's action list, choose the action "Set Filter Parameter", then select:

  1. The target object
  2. The filter name (e.g. Glow)
  3. The parameter to change (e.g. outerStrength)
  4. The new value

Combine this action with Timeline animations or a sequence of Wait + Set Filter Parameter actions to create continuous effects:

  • Pulsing glow: Timeline keyframe outerStrength from 0.5 to 2.0 and back on a 1-second loop
  • Fading blur: Wait 0ms → Set blur strength 10 → Wait 200ms → Set blur strength 7 → Wait 200ms → Set blur strength 0 (simulates focus pulling)
  • Shockwave burst: On puzzle solve, set Shockwave time to 0 and animate it to 1.0 over 500ms for a visual explosion
6

Applying Filters to Scene Backgrounds

Filters are not limited to interactive objects — you can apply them to the background sprite of a scene just like any other object.

Effective background filter techniques:

  • Blur the background (strength 3–6) while keeping foreground objects sharp — this creates a natural sense of depth and draws attention to interactive items.
  • Dark Color Matrix on the background (reduce brightness to 0.4–0.6) while a foreground object has a Glow filter — the contrast pulls the player's eye directly to the glowing item.
  • Desaturate the entire background (set Color Matrix saturation to 0) for a past-memory or ghost-world scene, while keeping a specific foreground object in full color for emphasis.
  • Noise filter on background with a low noise amount (0.05–0.1) adds a subtle film-grain texture that makes flat background images feel more atmospheric.
7

Performance Notes

Bloom and Blur are the most GPU-intensive filters. Each one requires an additional render pass. Guidelines:

  • Do not apply Bloom or Blur to more than 2–3 objects simultaneously on a single scene
  • On mobile devices, keep total filter usage minimal — one or two lightweight filters (Glow, Outline, Noise at low values) is fine; stacked Bloom + Blur is not
  • Use the Pixelate filter as a cheap alternative to Blur on low-end devices — it reads as "out of focus" at large sizes but costs far less GPU time
  • Remove filters from objects that are hidden (visible: false) — hidden objects with filters still incur some render cost
Tip: The Outline filter is excellent for making key items pop. Apply a bright outline to inventory items the player hasn't picked up yet, then remove the outline via a "Set Filter Parameter" action when the item is collected.
Warning: Stacking 3 or more heavy filters (Bloom, Blur, Shockwave) on a single object can cause frame drops on low-end hardware. Test your game on a mid-range device before publishing.
Try it: Place a "magic portal" sprite on a scene and add a Glow filter (color: #aa55ff, outerStrength: 1.0). Then create a Timeline animation on the portal that keyframes outerStrength from 0.5 to 2.0 and back to 0.5 over a 1-second duration set to loop. The portal will pulse with a soft purple glow continuously.