Reference Charts
The numbers, without the reading: canvas sizes, sprite dimensions, tile sets and animation timing — each chart ends in the tool that uses it.
Animation Frame Guide
Frame counts and timing for pixel art animations: how many frames each animation type needs and what milliseconds-per-frame to start from.
Open chartExport Scale Reference
Nearest-neighbor export sizes: what a 16×16 or 32×32 canvas becomes at 1× through 8× — for PNGs that stay pixel-crisp.
Open chartGame Asset Size Guide
How the assets in one game relate in size: characters, tiles, props, bosses and pickups on a single scale chart.
Open chartOutline Style Reference
Pixel art outline treatments compared: full black, selective, tinted and no-outline — and when each one is the right choice.
Open chartPalette Planning Reference
Color budgets at a glance: how many palette colors each asset type, scene type and game size typically consumes.
Open chartPixel Art Size Reference
Canvas sizes for pixel art at a glance: what 8×8 through 128×128 are each good for, with color budgets and typical use cases.
Open chartSprite Sheet Size Reference
Sprite sheet dimensions for common frame counts: quick lookup for sheet width and height by frame size, columns and padding.
Open chartSprite Size Chart
Standard sprite sizes by game asset type — characters, NPCs, bosses, pickups and UI icons — for keeping a game on one consistent scale.
Open chartTile Size Reference
Tile sizes for pixel art tilesets: standard dimensions, how tiles map to screen resolution, and transition tile counts for terrain edges.
Open chartUI Icon Size Reference
Sizes and spacing for pixel art UI icons: menu slots, hotbars, cursor and status icons — drawn once, readable everywhere.
Open chart