Pixel art

Art drawn pixel by pixel on a deliberately tiny grid with a small palette and hard edges. The look of 8-bit and 16-bit games.

8-bit lookretro video game graphics16 bit styleblocky game spritessprite artNintendo style artpixelated character artchunky low resolution drawing

See it

Live demo coming soon

What it is

Pixel art means placing individual pixels on purpose. Shrinking a photo gives you a pixelated image, which is a different thing and looks it. The constraints do the work: a canvas measured in tens of pixels (a 16x16 icon, a 320x180 scene), a palette of roughly 4 to 32 colors, and no automatic anti-aliasing. Any softening is hand-placed, one pixel at a time.

The craft has named techniques worth asking for: dithering to fake gradients from two colors, manual anti-aliasing on curves, selective outlining (colored outlines instead of flat black), and keeping line slopes consistent (1:1, 1:2, 2:1) so edges do not develop 'jaggies'. Era anchors help a model land the look: NES for chunky 4-color sprites, SNES and Genesis for richer 16-bit ramps, and modern high-resolution pixel work like Celeste or Dead Cells.

Gotcha: scaling. Always scale by whole-number multiples (2x, 3x, 4x) with nearest-neighbor sampling, and set 'image-rendering: pixelated' in CSS, because browsers smooth by default and turn crisp art to mush. Related trap: never mix pixel densities in one scene. A 2x sprite next to a 1x interface element reads as broken even to people who cannot say why.

Ask AI for it

Make this as true pixel art on a small canvas (say 64x64 for a sprite, 320x180 for a scene) with a locked palette of 16 colors. Place pixels deliberately: hard aliased edges, no blur, no gradients except hand-placed dithering, consistent line slopes so curves read cleanly, and selective colored outlines rather than flat black. Target a 16-bit console look (SNES era). Export scaled 4x with nearest-neighbor only, and keep every element at the same pixel density.

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