Make a sprite sheet
Combine frames into one game-ready PNG with the columns, spacing and scale your importer expects.
You finish with
A single PNG sprite sheet with your chosen columns, spacing and scale.
01What you will learn
- Keep every frame on the same grid.
- Choose columns and spacing to match your importer.
- Verify a native-size sheet before creating more frames.
Start with: Two or more same-size frames, saved in one project or as separate PNG files.
02See the technique
What gets in the way
Mixed frame sizes and an assumed column count can shift a character or slice through a pose when the sheet reaches the game engine.
The useful change
Keep the frame dimensions uniform, choose the layout explicitly, and test one exported sheet in the importer before expanding the animation.
03Follow the steps
- 1
Know which drawer your frames are in
Frames already inside a project? Export them as a sheet straight from the editor — no upload needed. Frames sitting in separate files? Use the Sprite Sheet Maker and drop them in.
Open the editor - 2
Match the columns your importer wants
The maker arranges same-size frames into columns with spacing and padding you set, and can fill a solid background if your pipeline requires one. Uniform frame size is a hard requirement — mixed sizes are rejected.
Open sheet maker - 3
Scale with nearest-neighbour only
Export at 1× for the actual asset, 2× or 4× only when your target demands it. Nearest-neighbour keeps every edge hard; there is no smoothing option because there is no case for it in pixel art.
- 4
Import it once to confirm layout
Load the sheet in your engine before drawing frame 12. Catching a wrong column count costs minutes now, hours later.
Open sheet maker
04Practice in Pikanim
Open a tool, follow the steps with your own asset, and come back when your result is ready.
05Check your result
Compare your own work with these checkpoints. Check each one when your result is ready.
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