A clear path.
Something you made.
Follow a complete course from first pixel to finished asset, or pick a focused workshop for the next thing you want to create.
Your First Pixel Art Asset
A little slime. A complete creative journey. Start with an empty canvas and build a character you can actually use in a game.
Free to learn. Your work stays in your browser.
Learning paths
Four courses, four finished projects.
Each course starts from an empty canvas and ends with a file you can export. Take them in order, or jump to the skill you need.
Your First Pixel Art Asset
A little slime. A complete creative journey. Start with an empty canvas and build a character you can actually use in a game.
Pixel Art Fundamentals
The four decisions behind almost every pixel sprite: silhouette, outline, flat fill, and light. Finish with a shaded 24 by 24 mushroom you built in the right order.
Create Game-Ready Sprite Sheets
Turn one finished character into a strip of frames a game engine can read without guessing. Four 16 by 16 cells, one rule about spacing.
Animate Your First Character
Give the character you already drew a loop. Two key poses, one in-between, and an even frame time. Three frames is enough.
Keep creating
Focused workshops
Short, practical walkthroughs for your next creative step.
Build a palette that holds together
Generate harmonious colors from one hue, or pull the real colors out of an image and use them as your document palette.
Turn a photo into pixel art
Resample real images or AI renders down to an editable pixel grid with the color count you choose.
Your first pixel asset
Start on an empty grid and finish with a transparent PNG — the shortest path through the whole pipeline.
Generate concepts with AI
Turn a sentence into several pixel concepts, then refine the good ones instead of drawing from scratch.
Make a sprite sheet
Combine frames into one game-ready PNG with the columns, spacing and scale your importer expects.
Start from a template
Take apart a finished sprite to learn its palette and shading, then remake it in your own colors.
Clean edges, alpha and palettes
The editor habits that separate an asset from a drawing: hard edges, honest alpha, and a palette you control.
Animate a looping sequence
Order frames, give each one its own duration, check the motion with onion skin, and export a GIF or a sheet.
Looking for a specific answer?
Canvas sizes, palettes, shading and export settings are in the reference library.
Before you start
Do I need an account?
The drawing course, editor and local practice files work without an account. Course progress stays in this browser; cloud project sync and AI generation are separate features.
What canvas size should I start with?
16×16 for icons and pickups, 32×32 for characters and props, 64×64 when detail matters, and tile sizes that divide your world grid. Starting bigger than you need costs you time, not quality.
How do I get transparent backgrounds?
Erase the area around the sprite instead of painting it white. Transparent pixels carry alpha 0 and are written out as real transparency in PNG and GIF export.
Sprite sheet or GIF — which do I need?
Both come from the same frames. Sprite sheets are what engines import; GIFs are for previews, documentation and store pages.
Can the AI generator make the final asset?
Treat its output as a concept. It resamples to your grid and quantizes to your color count, but you still own the outlines, the alpha and the final call.