Image editing
Pixel Art Maker
Draw pixel art cell by cell, animate it frame by frame, and export crisp PNGs, animated GIFs and sprite sheets.
Frames
1/64Grid size
Image to pixel art
Replaces the current frame (undo brings it back). The image is fitted inside the 32 × 32 grid.
Export
Sheet: 1 × 1 frames, 256 × 256 px. Every export uses hard nearest-neighbour edges; big scales are capped (PNG 4096 px, GIF 1024 px, sheet 8192 px per side).
Keyboard shortcuts and touch gestures
- B E G
- Pencil, eraser, fill
- L R O I H
- Line, rectangle, ellipse, eyedropper, pan
- M
- Cycle mirror mode
- [ and ]
- Brush size 1–3
- , and .
- Previous / next frame
- P
- Play or stop the animation
- Ctrl+Z / Ctrl+Y
- Undo / redo
- + / − / 0
- Zoom in, zoom out, fit
- Space + drag
- Pan
- Shift + drag
- Straight 45° lines, squares and circles
- Right-click
- Erase with the pencil
- Two fingers
- Pinch to zoom and drag to pan
Your sprite stays on this device and is autosaved in this browser only.
Works in your browser. No account needed.
Frequently asked questions
What grid size should I start with?
16 × 16 suits icons and game items, 32 × 32 is the classic size for characters and small scenes, and 64 × 64 or larger gives room for detailed portraits and backgrounds. Width and height can differ, from 8 to 128 cells each. Resize (keep art) changes the grid without clearing your drawing: the art stays centred and is padded with transparency or cropped at the edges.
How do I export without blurry pixels?
Choose a scale from ×1 to ×32 before downloading. Every export uses nearest-neighbour scaling, so each cell becomes a solid square of exactly that many pixels with hard edges. ×1 gives the true-size sprite for game engines; ×8 or more suits sharing online, where sites would otherwise blur a tiny image when they enlarge it. Very large scales are capped at 4096 px per side for PNG, 1024 px for GIF and 8192 px for sprite sheets.
How do onion skin and animation work?
Each frame is a separate drawing, up to 64 frames. With Onion skin on, the previous frame shows at about 30 % opacity and the next frame even fainter, so you can line up movement. Play loops the frames in the small preview at your chosen speed, and the GIF export uses that same speed and loops forever. Frames can be reordered, duplicated, flipped or cleared.
Does the GIF keep my exact colours and transparency?
Yes, as long as the whole animation uses 256 colours or fewer, which pixel art nearly always does: the tool builds the GIF palette straight from the colours you used, so nothing is approximated. Transparent cells stay transparent. With more than 256 colours, for example after importing a photo into several frames, the colours are reduced with the gifenc quantizer.
Can I turn a photo into pixel art?
Yes. Under Image to pixel art, choose an image and it is shrunk into the grid by averaging the pixels that fall into each cell, then every cell is matched to the nearest colour in the current palette, or to the best 4–32 colours picked from the image itself. Dither mixes colours in a checker-like pattern to suggest shades the palette lacks. The result replaces the current frame, and undo brings the old frame back.
Where do the palettes come from, and is my sprite saved?
The six built-in palettes — Retro 16, Handheld 4 greens, Grayscale 8, Earth 12, Pastel 12 and Neon 8 — were made for this tool, so you can use them in any project. Colours you pick yourself collect under My colours. Your frames, palette and speed are autosaved in this browser’s storage and restored when you return on the same device; nothing is uploaded.
About this tool
This pixel art maker is a small sprite editor that runs in your browser. The canvas is a grid of 8 to 128 cells per side, each cell one pixel of the finished image, with a pencil and eraser (1, 2 or 3 cells wide), an exact-colour fill bucket, pixel-perfect lines, rectangles and ellipses (outlined or filled, with Shift for 45° lines, squares and circles) and an eyedropper. Mirror mode repeats every mark left–right, top–bottom or four ways, which halves the work on characters, faces and symmetrical tiles.
Animation works the way sprite artists expect. Add blank or duplicated frames, flip or reorder them, and draw each pose with the neighbouring frames showing faintly through onion skin. The live preview plays the loop at 1–24 frames per second, and you can step through frames with the comma and full-stop keys. Everything is undoable, including frame changes and grid resizes, for up to 200 steps.
Exports are built for games and for sharing. The PNG of the current frame and the sprite sheet (one row or a grid, frames left to right) use nearest-neighbour scaling from ×1 to ×32, so edges stay razor sharp at any size. The animated GIF is encoded in the browser with gifenc, using a palette built from exactly the colours you drew with, and it keeps transparent cells transparent.
Everything stays on your device. Importing a photo converts it locally — area-averaged into the grid and matched to your palette, with optional dithering — and the sprite is autosaved to this browser’s storage after each change. The built-in palettes were designed for this tool rather than copied from published sets, so there are no licence questions about using them in your own work.
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