Why We Built a Privacy-First Sprite Tool (And What That Means for You)
No uploads, no accounts, no telemetry on your assets: how local-first tools work and why they're better for game dev.
Guides, workflows, and tips for sprite sheets, texture atlases, and game art.
No uploads, no accounts, no telemetry on your assets: how local-first tools work and why they're better for game dev.
When one sheet isn't enough: row vs grid layout, multiple sheets, and keeping metadata usable in your engine.
Use cases, file size, quality, and workflow for GIF export versus frame-by-frame sprite sheets for games.
What each export format contains, how engines use it, and when to choose generic JSON vs engine-specific.
Why batching matters, how atlases cut draw calls, and practical limits (max texture size, UV space) in Unity and Godot.
Loading sprite sheet JSON in Phaser 3, frame naming, animation config, and when to use atlas vs spritesheet loader.
Scale entire sprite sets for 1x, 2x, 4x or custom dimensions without re-exporting from your art tool.
When you have one big sheet and need frames: grid detection, margins, offsets, and exporting to ZIP for editing or re-pack.
When and how to use normal maps, strength vs Z scale, Sobel vs Scharr, and fitting results into Unity or Godot.
Create animated GUIs in Roblox using sprite sheets: ImageRectOffset, ImageRectSize, and scripting frame-by-frame.
Pipeline from AE/Premiere to game-ready sprites: export settings, frame rate, alpha, and avoiding common pitfalls.
How to export pixel art at 1x, 2x, or custom scale without blur or bleed, and why padding and extrusion matter.
Godot-specific workflow: AnimatedSprite, AtlasTexture, FPS, and importing sprite sheet metadata into Godot 4.
When to use each packing algorithm, real tradeoffs in space and compatibility, and how to choose for your project.
A step-by-step workflow for turning video or GIF into sprite sheets that import cleanly into Unity's Sprite Editor and 2D Animation.