How to Make Pixel Art — A Practical Guide From Game Developers
Learn how to make pixel art from scratch. Tools, canvas sizes, color palettes, animation basics, and workflow tips from indie game developers who use pixel art daily.
By the Choost Games team — we make pixel art games including Granny's Rampage and Granny's Gambit. This guide comes from our actual production workflow.
How to Make Pixel Art — A Practical Guide From Game Developers
Pixel art is drawing images on a tiny grid where every individual pixel is a deliberate choice. Start with a 32x32 canvas in Aseprite or the free alternative LibreSprite, pick a limited palette of 8-16 colors, and draw one pixel at a time. That's the entire technical barrier — the rest is practice, reference, and learning to work within constraints.
What You Need to Start
Software (pick one):
- Aseprite ($20) — the industry standard for pixel art and animation. Built-in tilemap tools, onion skinning, palette management. Most indie game developers use this.
- LibreSprite (free) — open-source fork of an older Aseprite version. Lacks some newer features but covers the fundamentals.
- Piskel (free, browser-based) — good for learning, no install required. Limited for serious production work.
- GraphicsGale (free) — lightweight Windows tool with animation support. Dated interface but functional.
- Photoshop/GIMP — technically works but not designed for pixel art. You'll fight the software more than you'll create.
Hardware: A mouse works fine for pixel art. Drawing tablets are unnecessary at small canvas sizes because you're placing individual pixels, not drawing strokes. If you already have a tablet, it won't hurt, but don't buy one for pixel art specifically.
Your First Sprite: Step by Step
1. Set Your Canvas Size
Start at 32x32 pixels for characters and objects. This is large enough to convey detail and small enough that every pixel matters. Common game sizes:
- 8x8 — extremely minimal (early NES style)
- 16x16 — classic retro (top-down RPGs, small platformer characters)
- 32x32 — modern pixel art standard (detailed characters, readable animations)
- 64x64 — large sprites (bosses, detailed portraits)
Don't start bigger than 32x32. Larger canvases are harder, not easier — more pixels means more decisions.
2. Choose a Limited Palette
Restriction is the secret weapon of good pixel art. Pick a pre-made palette of 8-16 colors instead of using the full color picker. Some excellent starter palettes:
- PICO-8 palette (16 colors) — specifically designed for small sprites and games
- Endesga 32 (32 colors) — more range while still feeling cohesive
- Sweetie 16 (16 colors) — soft, approachable colors good for character work
- AAP-64 (64 colors) — when you need more range for backgrounds
Find these on Lospec.com, which has hundreds of curated pixel art palettes you can download directly into Aseprite.
3. Block Out the Silhouette
Draw the outline of your character or object using a single dark color. Don't add detail yet — just get the shape readable. A good silhouette test: if you fill the shape with solid black, can you still tell what it is? If yes, your silhouette is strong.
For a 32x32 character, the body is roughly 12-16 pixels tall, the head is 6-8 pixels, and legs are 4-6 pixels. Leave a few pixels of padding on each side for arm movement in animations.
4. Fill Base Colors
Fill each section of the sprite with flat, mid-tone colors from your palette. Skin, shirt, pants, hair — one color per area. Resist the urge to add shading yet. Flat colors establish your character's read and color balance before you complicate things.
5. Add Shading (Two Levels)
For each base color, pick one darker shade and one lighter shade from your palette. Apply the dark shade where shadows fall (under the chin, under arms, between legs). Apply the light shade where light hits (top of head, front of chest, tops of shoulders).
Two levels of shading is enough for 32x32 sprites. More levels create visual noise at this scale. The shading communicates form — you're suggesting volume, not rendering a 3D model.
6. Add Details Last
Eyes, buttons, belt buckles, hair highlights — small details that give the sprite personality. At 32x32, details are 1-2 pixels each. A single pixel change can make a face look happy or angry. This is where pixel art becomes expressive, and it's where practice matters most.
Animation Basics
Pixel art animation works on the same principles as traditional animation but with far fewer frames.
Walk cycle: 4-6 frames. The core frames are contact (foot hits ground), passing (leg swings through), and two in-betweens. A 4-frame walk cycle is standard for most indie games and reads clearly at any speed.
Idle animation: 2-4 frames. A subtle breathing motion — the character's body shifts up 1 pixel on the inhale frame and back down on the exhale. Simple but it makes sprites feel alive.
Attack animation: 3-5 frames. Anticipation (wind-up), action (the swing/stab/blast), recovery (return to idle). The anticipation frame is the most important — it tells the player something is about to happen.
Use Aseprite's onion skinning to see previous and next frames while drawing. This prevents your animation from drifting off-model.
Common Mistakes
Using too many colors. More colors doesn't mean better art. The most iconic pixel art in gaming history uses 4-16 colors. Constraint forces creativity.
Anti-aliasing everything. Anti-aliasing (adding intermediate-color pixels to smooth edges) looks good on large sprites but creates muddy, unclear shapes at small sizes. At 32x32, clean hard edges read better than smoothed ones.
Pillow shading. Shading toward the center of every shape regardless of light direction. This makes sprites look inflated. Pick a consistent light source (usually top-left) and shade accordingly.
Saving as JPEG. JPEG compression destroys pixel art by blending colors across pixel boundaries. Always save as PNG. Always.
Starting too big. A 128x128 sprite has 16,384 pixels. A 32x32 sprite has 1,024. Start small, learn the fundamentals, then scale up.
Our Workflow at Choost Games
For Granny's Rampage, our sprite pipeline is: concept sketch → Piskel or Aseprite for the sprite → test in Phaser at actual game resolution → iterate. We use PixelLab for AI-assisted base generation on certain assets, then hand-edit in Piskel for game-ready sprites. The key insight from production: your sprites will look different in-game than in the editor. Always test at actual game scale before finalizing.
For more on our process, see building a bullet heaven in Phaser, best pixel art games, and how to make indie games.
Frequently Asked Questions
What is the best software for pixel art? Aseprite at $20 is the standard. It's purpose-built for pixel art and animation with tools no general graphics program matches. If you want free, LibreSprite or Piskel cover the basics.
Do I need a drawing tablet for pixel art? No. Pixel art is placed one pixel at a time, not drawn in strokes. A mouse gives you the precision you need. Tablets are fine if you already own one but offer no advantage for pixel art specifically.
What canvas size should I use? Start at 32x32 for characters. Go to 16x16 if you want a more retro look or 64x64 for detailed work. Don't start larger than 64x64 until you're comfortable with the fundamentals.
How long does it take to get good at pixel art? With daily practice, you'll produce usable game sprites in 2-4 weeks. Genuinely skilled pixel art takes months to years, but "good enough for your indie game" comes faster than most people expect.