I made this muzzle flash effect as an exercise in texture creation and making an effect that interacts with or is created by an object, as well as trying to work in a more realistic and less stylised art style.
To do this I looked into how the components of a muzzle flash behave and then attempted to recreate that behaviour to make the effect more believable. For example, having the flash be the shortest part of the effect with the sparks and smoke persisting slightly longer, and travelling a greater distance from the barrel of the gun.
I then worked on making the effect more suitable for games by slightly exaggerating some of these elements to make the effect more impactful, such as dialling up the colour intensity of the flash.
I also made the effect suitable for both first and third person games by making use of the star shaped portion of the flash to give the effect depth when viewed from all angles and masking the fact the main flash is a single plane. I decided to use particles for the star burst, instead of utilising a cone shaped mesh with a texture, so that it maintained a 3d feel when viewed from the side as the particles rotate to face the camera.
Additionally each element of the flash cycles between different variations of the textures used and is randomly scaled, so that the effect looks visibly different each time it is triggered.