Guided examples

Each example is a finished sprite that opens straight in the editor — with notes on why it works and what to try first. Nothing to download, nothing uploads.

16 × 16

Slime

Character5 colours

A 16×16 enemy sprite with eyes and a soft shadow.

The classic starter enemy. It uses five colours: two body greens for form, one highlight for the top of the blob, plus eye white and pupil. Open it and change the greens to make your own variant — that is the whole workflow of pixel art.

What this example teaches

  • How a 5-colour palette is enough to read as a character
  • Why the highlight sits on top and the shadow sits at the bottom
  • How to recolor an existing sprite instead of redrawing it

Walkthrough inside the editor

  1. 1

    Look at the shape first

    Zoom to 16× and toggle the grid. Every square you can edit is one pixel — that is the only resolution you have.

  2. 2

    Try the pencil

    Pick the dark green swatch and draw a few pixels on the left edge. Press Ctrl/⌘+Z to undo.

  3. 3

    Recolor it

    Use the fill tool (G) on the body: click a new swatch, then click the body to flood it with the new colour.

  4. 4

    Export game-ready

    Export → PNG at 8× (128×128). Nearest-neighbour scaling keeps the edges hard, transparency is preserved.

16 × 16

Treasure Chest

Object5 colours

A 16×16 prop with a gold lock and a wooden body.

A prop sprite that shows how a single light direction sells a 3D object: light wood on the top-left, dark wood at the bottom, gold only where metal would catch light. Recolor the wood and gold to fit your own game's palette.

What this example teaches

  • How highlights and shadows imply a light source
  • Keeping metal accents to a few pixels so they stay readable
  • Reusing one prop across a tileset by swapping colours

Walkthrough inside the editor

  1. 1

    Find the light source

    The top-left corner is light wood, the bottom is dark. Flip that and the chest reads as lit from the wrong side.

  2. 2

    Paint with the palette

    Click a swatch in the palette panel, then use the pencil (B) to redraw the lid in your own colours.

  3. 3

    Erase cleanly

    Switch to the eraser (E) and trim a corner: erased pixels become transparent, so the prop drops onto any background.

  4. 4

    Save and export

    It autosaves to this browser. Export → PNG at 4× or 8× for a game-ready asset.

New here? Start with the Slime

It opens inside the editor with a step-by-step card you can dismiss at any time. Change a few pixels, undo them, then export — that is the whole loop. Your work is saved in this browser automatically, so you can continue in Workspace.