Pixel Art Editor

Draw game sprites and pixel art on a crisp grid — pencil, eraser, bucket fill, lines, color palette, undo/redo, and PNG export. Everything runs locally in your browser.

Canvas

Zoom16px

Tools

Color

Edit

Import / Export

Import scales your image to the current canvas size (nearest neighbor).

How It Works

1

Start a canvas

Create a new pixel canvas or load an existing image to edit.

2

Draw with pixel tools

Use the pencil, eraser, fill, and color palette to build your sprite pixel by pixel.

3

Export as PNG

Download crisp pixel art ready to drop into a sprite sheet or your game.

Frequently Asked Questions

No — the editor runs entirely in the browser tab. There is no download, no account, and your work never leaves your machine.

Common bases are 16×16, 32×32, and 64×64. Pick the smallest size that reads clearly, and scale up in your engine with nearest-neighbor filtering to keep edges sharp.

Yes. Load a PNG, touch up pixels, and re-export — handy for quick fixes without opening a desktop editor.

Three settings: point/nearest-neighbor texture filtering (not linear), compression off or lossless on the import, and scaling only by whole-number multiples. If any of the three is wrong, edges blur or shimmer.

Constraint is the style: classic sprites use 4–16 colors, and even large modern pixel art rarely benefits from more than 32. A small, deliberate palette keeps shading consistent across a whole sprite set — pick your ramp first, then draw.

Draw each frame as its own canvas and export the PNGs, then pack them into a sheet with the Images to Atlas tool — file names become frame names, so naming them run_01, run_02… keeps the sequence in order for your engine.