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
Tools
Color
Edit
Import / Export
Import scales your image to the current canvas size (nearest neighbor).
How It Works
Start a canvas
Create a new pixel canvas or load an existing image to edit.
Draw with pixel tools
Use the pencil, eraser, fill, and color palette to build your sprite pixel by pixel.
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.