Reference library
Find the answer. Keep creating.
Look up canvas sizes, color, shading and exports whenever you need them. Each guide connects back to a lesson or a tool so you can put the idea to work.
Pixel Art Basics
What pixel art is, resolution, grids and clean pixels.
8×8 vs 16×16 vs 32×32 Pixel Art
A direct comparison of 8×8, 16×16 and 32×32 pixel art: what fits at each size, side-by-side character examples, and when to use each.
Read referenceHow to Make Pixel Art
The complete pixel art workflow for beginners: choose a canvas, block a silhouette, place base colors, then shade — with the mistakes to avoid at each step.
Read referencePixel Art Resolution Guide
How to choose a pixel art canvas size: what 8×8, 16×16, 32×32, 64×64 and 128×128 are each good for, and how resolution shapes the whole workflow.
Read referencePixel Perfect Drawing
What 'pixel perfect' means in practice: clean corners, consistent pixel runs, no orphan pixels — the cleanup pass that separates amateur from crisp pixel art.
Read referenceWhat Is Pixel Art?
Pixel art is digital drawing where every pixel is placed on purpose. Learn what defines it, how it differs from digital painting, and why small canvases win.
Read referenceDrawing
Characters, items, weapons and environments, step by step.
How to Draw Pixel Art Characters
A step-by-step approach to pixel art characters: proportions that read at small sizes, where the face pixels go, and how to keep a character animatable.
Read referenceHow to Draw Pixel Art Items
Draw readable pixel art items and pickups: one-silhouette design, material ramps at 16×16, and the readability tricks that make small objects pop.
Read referenceColor
Palettes, shading and hue shifting on limited color budgets.
Pixel Art Color Palette Guide
How to build a pixel art palette: how many colors you need, hue shifting instead of darkening, and how to keep every color pulling its weight.
Read referencePixel Art Shading Guide
Pixel art shading that reads: one light direction, connected shadow clusters, selective outlines and highlights placed where they tell a story.
Read referenceWhat Is Dithering?
Dithering in pixel art explained: checkerboard blending, when it adds texture and depth, when it turns sprites into noise, and modern alternatives.
Read referenceAnimation
Idle, walk and attack cycles that read at small sizes.
How Pixel Art Animation Works
The mechanics of pixel art animation: frame counts, timing, key poses and in-betweens, and why fewer well-placed frames beat many rough ones.
Read referenceHow to Make a Pixel Art Walk Cycle
Build a 4- or 6-frame pixel art walk cycle: contact, passing and up poses, leg rules that avoid the moonwalk, and timing that makes small characters feel alive.
Read referenceGame Assets
Sprite sizes, tilesets and shipping game-ready PNGs.
How to Make Pixel Art Tilesets
Build tilesets that tile: edge-safe grass, seamless textures, corner and transition tiles, and the grid discipline that keeps maps assembly-clean.
Read referencePixel Art Game Asset Size Guide
Standard pixel sizes for game assets: characters, tiles, items, UI icons and effects — and how to keep a whole game on one consistent scale.
Read referenceSprite Sheet Guide
What a sprite sheet is, how rows, columns, frame size and padding work, and how to export a sheet your game engine can slice correctly.
Read referencePrefer a clear starting point?
Build your first pixel art asset in six connected lessons.
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