We built a local-first VFX editor because web game effects had too many handoffs

We have been building NixieFX, a visual particle editor and runtime for Three.js and PixiJS games.

The problem was not that web developers could not make particle effects. They could. The problem was the workflow around those effects. Hand-edited configs were slow to tune, larger game engines added a lot of unrelated machinery, and hosted editors often separated effect data from the project’s normal source-control process.

We decided to keep the scope narrow. NixieFX handles particles, materials, previews, validation and export. The game still owns its scenes, assets and deployment. Projects remain in a local folder as plain JSON, and the editor is free with no account required.

The product now includes visual timelines, curves and gradients, PixiJS and Three.js runtime adapters, a CLI and coding-agent skills that use the same project format.

The hardest product decision has been deciding what not to absorb. It is tempting to add asset packing, scene editing and other engine features. Keeping those boundaries clear has made the tool easier to integrate into existing projects.

You can try it here: https://nixiefx.com/

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