Alright, let me walk you through this thing I was tinkering with, ended up calling it “isabel fall” in my project folder. Wasn’t anything official, just me messing around after seeing a neat visual somewhere online.

Getting Started
So, first off, I fired up my usual setup. Pulled open the code editor, you know the drill. Grabbed some placeholder images, simple stuff, squares and circles mostly. Didn’t want to get bogged down in asset creation. The main idea was just to try and get this specific visual effect working – elements kinda drifting down the screen, like leaves in autumn, but for a UI transition. That was the goal.
The Actual Process
I started laying down the basic code. Made a few divs, styled them minimally. Then began working on the animation logic. Getting them to move downwards was simple enough, just basic position changes over time. The tricky part started when I tried adding that natural, slightly randomized fall. You know, a bit of spin, a little sideways drift, slowing down sometimes.
- Tried using some physics libraries first. Overkill, maybe. Performance wasn’t great.
- Switched to pure CSS animations. Better performance, but harder to get that random, natural feel.
- Ended up mixing CSS with a tiny bit of JavaScript to randomize delays and horizontal movement.
Spent a good chunk of time just tweaking values. Duration, easing curves, rotation angles, delay times. It was a lot of trial and error. Compile, check, tweak, repeat. Over and over.
Hitting a Wall – The “Fall”
Honestly, it wasn’t going smooth. Big surprise, right? Things either looked too mechanical, too uniform, or they’d just jitter strangely. At one point, I had this weird bug where elements would occasionally just vanish mid-animation. Couldn’t figure out why for ages. That was pretty annoying. Felt like I was getting nowhere, just burning time staring at code that wasn’t cooperating. Definitely felt like a ‘fall’ in progress, not the graceful kind.
Pushing Through and Finishing Up
Took a step back. Grabbed a coffee. Decided to simplify the whole damn thing. Maybe that super-realistic, complex motion wasn’t necessary. I stripped back some of the randomness, focused on getting a smoother, if simpler, drift effect. Reduced the number of elements animating at once too.

Finally got something I could live with. It’s not exactly the amazing effect I first pictured in my head. It’s simpler. More of a gentle drift than a complex tumble. But you know what? It works. It serves the purpose I initially wanted, a nice visual cue for elements leaving the screen.
So yeah, that was the “isabel fall” experiment. A bit of a struggle, lots of tweaking, and a reminder that sometimes you gotta scale back the ambition to actually get something finished. Still, learned a few things about animation quirks along the way. Worth the effort, I guess.