Simulate bullet casings in a 2D top down world

I have a 2D top down world. And I’d like to simulate particles flying in the air and falling down and bounce once or twice before settling down and staying there for a while. Be it bullet casings or if you break a box or something. Particles will fly around.

The issue is that I’m not sure how to go about it. These are my thoughts so far:

  1. Either add gravity to the particles then instantiate them with a random upwards vector. Then and a counter to it so that I can after a bit add a simulated bounce impulse force to the particle, before it settles down. Then remove gravity from the object and do Destroy(gameobject,10f); or something. (Calculating angles are not really my thing. So for now I’m refraining to start this method.)
  2. Instantiate the object then use slerp on it to move it in an arc. When it finishes start another smaller slerp to simulate bounce. (My issue with this is that while slerp might work when the particles fly on the sides. But how would vertical slerp look like?)
  3. Anyone else done something similar? Please give me some inspiration.

Since each casing is a single object, and I assume theres not going to be 10,000s of them going around at once?
Thus theres no need to make it a particle system. Just have a single GameObject per casing, now if you find performance sucks then maybe look into particles