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Everything in Pixelart Makers, in one list.

Every tool that ships today, with the details you'd want before you start.

Canvas & files

  • Infinite canvas

    Keep every sprite of your game side by side.

    Up to 100 artboards per file; each up to 256×256 px with its own palette, frames, layers, grid and symmetry axes.

  • Artboard tool

    Lay out a new sprite in one drag.

    A, then drag, or click to drop a 32×32 artboard. New artboard sizes 16, 32, 64, 128, 256, with a starting palette.

  • Duplicate artboard

    Try a variant without touching the original.

    ⌘D (Hybrid) or Sprite › Duplicate artboard.

  • Navigation

    Get anywhere fast.

    Hold Space to pan; pinch or ⌘-scroll to zoom from 10 % to 25,600 % (with a brush tool, ⌘-scroll sizes the brush); 1–6 jump to 100 %–3,200 %.

  • Grids and brush preview

    See exactly which pixels a click changes.

    Pixel grid from 800 % zoom; per-artboard grid (default 16×16); brush footprint under the cursor.

  • Autosave

    Never lose a stroke to a forgotten save.

    Every change saves as you draw; ⌘S confirms it (in the Classic keymap, ⌘S downloads a .pixelart copy).

  • .pixelart filesNew

    Keep a complete copy of any file.

    Download .pixelart file (⇧⌘S) writes a .pixelart with every artboard, layer tree, frame, linked cel, tag and the palette; Import… or a drop opens it as new artboards with their layout.

  • Duplicate file

    Fork any file you can open.

    File › Duplicate file; the copy opens in a new tab as "… copy".

  • Files dashboard

    Find every sprite in one place.

    All sprites and Shared with me, thumbnails, Owner and Editor badges; Open, Copy link and Rename on every card, Delete on files you own.

  • Undo historyNew

    Step back to any point, not just the last one.

    Edit › Undo history lists every step you took in this tab; click one to undo or redo up to it.

Drawing

  • Pencil and Brush

    Place pixels precisely, big or small.

    Pencil is 1 px; Brush 2–64 px; circle, square and line brushes, or an image brush made from a selection (Edit › New brush) and kept in Assets › Brushes; ⌘-scroll or + / − to resize; Shift-click draws a line from the last stroke.

  • Pixel-perfect

    Clean 1-px lines without cleanup.

    Removes doubled corner pixels while you draw.

  • Eraser

    Erase, or swap one colour under the brush.

    Right-drag replaces the foreground colour with the background colour.

  • Inks

    Control how paint lands.

    Simple, Alpha compositing, Copy alpha+color, Lock alpha, and Shading, which moves each pixel one step along a palette ramp (the right button steps the other way).

  • Tool opacity

    Even translucent shading.

    0–100 %; overlapping passes in one stroke don't build up.

  • Symmetry

    Draw half, get both.

    Horizontal, vertical and both diagonal axes, placed per artboard in half-pixel steps; combine them to mirror four or eight ways.

  • Line, Rectangle, Ellipse

    Crisp shapes in one drag.

    Outline or filled; Shift snaps squares, circles and pixel-art angles (1:1, 2:1); ⌘ draws from the centre; hold Space to move the shape.

  • Paint bucket

    Fill flats cleanly.

    Tolerance 0–255, contiguous or global, 4- or 8-way, sample the current layer or all visible layers; stays inside a selection.

  • Eyedropper

    Pick colours without switching tools.

    I, or hold ⌥ with any drawing tool; right-click picks the background colour.

  • Right mouse button

    Two colours on two buttons.

    Paints the background colour by default; can open the context menu, pick a colour or erase instead (Preferences › General).

  • More toolsNew

    Reach for the right tool, not a workaround.

    Spray, Gradient (linear or radial, with ordered dithering), Curve, Contour, Polygon, Text and Slice.

  • Tiled modeNew

    Paint a seamless tile and watch it repeat.

    View › Tiled mode on the X axis, Y axis or both repeats the artboard around itself, and strokes wrap across its edges.

Selection

  • Selection tools

    Grab exactly the pixels you mean.

    Rectangular and elliptical marquee, lasso, polygonal lasso, magic wand.

  • Selection modes

    Build complex selections fast.

    Replace, add (⇧), subtract (⌥⇧ or right button), intersect (⇧⌘).

  • Select commands

    Common selections in a key.

    Select all, Deselect, Reselect, Inverse, Select content.

  • Transform

    Move and resize without redrawing.

    Arrow-key nudge (⇧ = one grid cell), 8 scale handles, free rotation and skew with a pivot, X / Y / W / H / angle fields, RotSprite or Fast rotation, flip ⇧H / ⇧V; ↵ commits, Esc restores.

  • Select by colour and ModifyNew

    Select what you mean, not what you drag.

    Select › Color range… picks every pixel of one colour in the cel (tolerance 0–255, replace, add, subtract or intersect); Modify › Border, Expand, Contract by 1–100 px; Selection as grid sets the artboard grid.

  • Fill, stroke, erase selection

    Edit the selection in one key.

    F fill, S 1-px stroke, ⌫ erase.

  • Clipboard

    Move art between layers and apps.

    Cut, copy, copy merged, paste, paste as new layer, reference layer or artboard; PNGs paste in from other apps.

  • Contextual toolbar

    The right actions, right where you look.

    Appears above the toolbar for pixels, cels, frames, layers and artboards; AI actions first.

Colour

  • Colour picker

    Mix exactly the colour you want.

    Saturation/value square, hue and alpha sliders, RGB, HSV and HSL fields, hex; "Not in palette" with Add.

  • Palette grid

    Keep your palette organised.

    Click for foreground, right-click for background; edit mode (F4) to reorder, copy and delete; [ and ] step through colours.

  • Palette presets

    Start on a proven palette.

    DawnBringer 32 (default), DawnBringer 16, PICO-8, NES, Game Boy, ENDESGA 32, ENDESGA 64, Sweetie 16, AAP-64, Resurrect 64, Arne 16.

  • Palette per artboard

    Different sprites, different palettes.

    Every artboard keeps its own palette of up to 256 colours. On RGB artboards, choosing a palette never recolours existing pixels; on Indexed ones pixels follow their entries, and Remap palette puts them back on the nearest new colour.

  • Palette files

    Share palettes with any tool.

    Load and save .gpl, .hex, .pal, .act, .col and PNG strips; .txt loads too.

  • New palette from sprite

    Pull a palette out of existing art.

    1–256 colours; optionally keep semi-transparent colours.

  • Resize palette

    Fit the palette to your limit.

    4, 8, 16, 32, 64, 128 or 256 colours.

  • Sort and rampsNew

    Turn a flat palette into shading you can pick from.

    Sort palette… by hue, saturation, brightness, luminance or a channel; Gradient ramp… between two colours (RGB or by hue); Add shade ramps… builds hue-shifted shades of the colours you pick.

  • Indexed and grayscaleNew

    Work in the colour mode your game ships.

    Start a new artboard in any mode, or convert between RGB, Indexed and Grayscale with dithering and a before / after preview; pick the transparent colour; Check palette… finds off-palette pixels.

Layers

  • Layers and groups

    Keep line art, colour and shading apart.

    Groups nest 8 levels deep; drag to reorder, ⌥-drag to copy; up to 64 layers per artboard.

  • Blend modes

    Shade and light non-destructively.

    Normal, Multiply, Screen, Overlay, Darken, Lighten, Color dodge, Color burn, Hard light, Soft light, Difference, Exclusion, Hue, Saturation, Color, Luminosity, Addition, Subtract, Divide.

  • Opacity, visibility, lock

    Focus on one part of the sprite.

    Hiding or locking a group hides or locks its children; locks and visibility are shared with everyone in the file.

  • Merge and flatten

    Tidy up when you're done.

    Merge down, Flatten, Flatten visible, on every frame.

  • New layer via copy / cut

    Split a part onto its own layer.

    ⌘J / ⇧⌘J.

  • Background layer

    A solid base that can't drift.

    Convert to background / Convert to layer.

  • TilemapsNew

    Paint levels from a reusable tileset.

    New tilemap layer… on a tileset with its own tile size. Draw pixels and repeated tiles are reused while new ones join the tileset, or switch to Draw tiles and stamp tiles picked in the Tileset panel.

  • Reference layersNew

    Trace over concept art without it printing.

    New reference layer from file… or Paste as reference layer; it shows on the canvas in its place in the layer stack and never exports.

Filters

  • Outline

    Outline every frame in one pass.

    Colour, inside or outside, Circle / Square / Horizontal / Vertical presets or a 3×3 neighbour grid, a background colour that counts as empty, wrap at edges.

  • Replace color

    Recolour a character across the animation.

    From → To with tolerance 0–255.

  • AdjustmentsNew

    Fix brightness and colour without repainting.

    Invert color, Brightness/Contrast and Hue/Saturation, with the same targets, channels and preview.

  • Targets and preview

    See the result before you commit.

    Current cel, selected cels, all frames of this layer, or all layers and frames; R, G, B, A channels; live preview on the current cel; one undo step.

  • Canvas operations

    Change the whole animation at once.

    Sprite size (nearest neighbour), Canvas size with an anchor, rotate 90° / 180°, flip, crop, trim; one undo step.

Animation

  • Timeline

    See every layer and frame at once.

    Layers × frames grid in a resizable drawer (Tab); cel thumbnails, timeline zoom, solo a layer.

  • Frame commands

    Build cycles in keystrokes.

    New frame ⌥N, empty ⌥B, duplicate cels ⌥D, duplicate linked cels ⌥M, delete ⌥C, reverse ⌥I; up to 256 frames per artboard.

  • Per-frame timing

    Make timing part of the art.

    1–65,535 ms per frame (default 100); constant frame rate; ms and fps side by side.

  • Linked cels

    Draw it once, reuse it everywhere.

    Link, unlink and clear cels; continuous layers link new frames automatically.

  • Cel properties

    Fine-tune a single cel.

    Opacity, z-index, user data.

  • Tags

    Keep every animation in one file.

    Name, colour, direction (Forward, Reverse, Ping-pong, Ping-pong reverse), repeat count; drag a tag's edges to change its frames; up to 256 per artboard.

  • Loop section

    Loop just what you're polishing.

    F2 sets it; F2 F2 turns it into a tag.

  • Playback

    Preview at game speed or slower.

    0.25×–4×, loop or play once, rewind on stop, play subtags and repetitions.

  • Onion skin

    Draw in-betweens with confidence.

    Red/blue tint or merge, 0–16 frames before and after, opacity, fade, behind or in front, loop through tag frames.

  • Preview window

    Watch it play while you draw.

    F7; play in preview ⇧↵; 1×, 2×, Fit or fullscreen; pin an artboard.

  • Range editing

    Retime by dragging.

    Select frames or cels, drag to move, ⌥ to copy, drop past the end to add frames; copy and paste frames across artboards.

AI with PixelLab

  • Sprite engines

    Pixel art from a pixel-art AI.

    Sprite · Fast, Balanced and Max, powered by PixelLab, for Make a sprite, Edit with prompt and Fill selection; Sprite tiers also run Variations, Render sketch, Erase and Isolate object, and the frame and clean-up actions below.

  • Make a sprite

    Start from a sprite, not a blank canvas.

    Sizes 16–256; transparent background; palette lock; view and facing on Sprite · Fast; variations ×1 / ×2 / ×4 on Sprite · Max.

  • Remove background

    Cut out a sprite in one click.

    PixelLab (Sprite · Fast); layer or artboard; no prompt.

  • Animate from here

    Turn a pose into a cycle.

    PixelLab; Walk, Run, Idle, Attack, Jump or Custom; 4, 6, 8, 12 or 16 frames, landing after the current frame with a layer and a tag; palette lock optional.

  • In-betweensNew

    Fill the motion between two poses.

    Select two frames and Generate in-betweens…: PixelLab draws the frames between them (Sprite · Fast or Max), with palette lock.

  • Rotate to directionsNew

    One pose becomes a full turnaround.

    PixelLab draws a sprite facing 4 or 8 directions, as new artboards or as frames with one tag per direction (Sprite · Fast or Max).

  • Enhance prompt

    Beat the blank prompt.

    On a Sprite engine the wand uses PixelLab's prompt enhancer; Tab accepts.

  • Sprite style

    Nudge outline and detail.

    Preferences › AI › Sprite style: outline and detail hints for Sprite · Fast sprites, shading too for Sprite · Fast fills.

AI workflow

  • Illustrative engine

    A painterly take, rebuilt into pixels.

    Illustrative · Fast and Max; variations ×1 / ×2 / ×4; up to 4 reference artboards.

  • Pixel clean-up

    Illustrative results become real pixels.

    Hard alpha, trimmed, grid-detected, your colour count or palette, optional ordered dither, stray pixels cleaned (Preferences › AI).

  • Palette lock

    AI on your game's colours.

    Every pixel of a generated sprite, edit, fill or animation frame matched to the artboard palette; set on the prompt card before you generate. Restyle to palette snaps existing art to it.

  • Drafts and Keep

    Review every result first.

    Locked draft layer or new artboard; Keep ↵ (split into Merge into layer / Keep as new layer for layer and selection edits), Make changes ⇧↵, Try again, Discard; one undo step. Drafts you leave undecided are kept after 10 minutes unless Preferences › AI › Keep results automatically is set to Never (5, 10, 30 or 60 minutes).

  • Rename layers with AI

    Readable layer stacks in one step.

    Renames default-named layers from what's on them; one undo step.

  • Name tags and coloursNew

    Readable tags and palettes without typing.

    Name tags and Name palette colors fill in names from what the frames and colours show.

  • Shade rampsNew

    Shading colours that belong to your palette.

    Add shade ramps… appends dark-to-light, hue-shifted steps of the colours you pick; runs on your device, free.

  • Generate palette

    Start a game's look from a mood.

    Three palettes of 4, 8, 16 or 32 colours as dark-to-light ramps; Replace or Append.

  • Parallel jobs

    Keep drawing while it generates.

    Jobs chip with Show and Review.

  • Costs up front

    No surprises.

    An estimate on every prompt card, the actual cost on every result, a confirmation for the biggest jobs, a monthly AI allowance per account. One-click actions (Remove background, Clean up pixels, Describe selection, the naming helpers) show their cost on the result; actions that run on your device are free.

  • Everywhere you look

    AI without a detour.

    ✦ badge and ⌘↵ on any selection, ⌘K AI tab, AI toolbar mode, timeline ✦ Animate, palette ✦ menu.

  • Team-visible jobs

    No AI surprises for teammates.

    Placeholders show whose job it is; the person who asked, or the file's owner, keeps or discards the result; a merge is refused if the layer changed.

  • Erase and Isolate objectNew

    Paint a prop away, or lift it out.

    Select an area (or use Select area to erase or isolate…); Erase object fills in behind it, Isolate object to layer lifts it onto its own layer. On a Sprite engine (PixelLab) or Illustrative.

  • Variations and Render sketchNew

    Explore takes, or finish a rough.

    Variations… makes new takes on an artboard; Render sketch… turns a rough layer into finished pixel art. On a Sprite engine (PixelLab) or Illustrative.

  • Edit and reskin framesNew

    Change a whole animation from one prompt.

    Edit frames… applies one change to every selected frame; Reskin from reference… dresses them in a reference's look. On Sprite · Max (PixelLab) or Illustrative.

  • Clean-up actionsNew

    Tidy art that came from somewhere else.

    Clean up pixels removes stray pixels and soft edges; Restyle to palette snaps art to your palette; Convert to pixel art… snaps an image to the pixel grid. Free on your device, or on a Sprite engine (PixelLab).

  • Describe selectionNew

    Turn art into words when you need them.

    A short text description of a selection, layer or artboard.

  • Re-pixelize for freeNew

    Try other pixel settings without a new generation.

    On an Illustrative result (or Convert to pixel art), change Colors, Palette lock, Dither, Size or Clean up and the draft re-renders from the original image.

AI assistants & MCP

  • MCP serverNew

    Make and change sprites from your AI assistant.

    A remote MCP server at /api/mcp (Streamable HTTP) for any MCP client that signs in with OAuth: coding agents, chat assistants, code editors. It asks for your consent once, acts as you on the sprites you can open, and its edits show up live for everyone in the file.

  • Sprite outline

    Your assistant learns the file first.

    Your sprites, then one sprite's artboards, its layers from top to bottom with the frames they have pixels on, and its tags.

  • Look up close

    It sees exact pixels.

    An enlarged view on a checkerboard, an optional grid with coordinates, a text grid with one symbol per colour, colours with counts and palette indices, left-right symmetry, and checks for stray pixels, a missing outline, look-alike colours and too many colours.

  • Draw with shapes

    Clean pixels from a description.

    Rectangles, ellipses, lines, polygons, single pixels, patches with a legend, bucket fills, colour swaps, mirror, flip, shift, outline and clear, on one layer of one frame or on a new layer. Drawn by the editor's own engine and saved as one change, with a preview and checks; one invalid step refuses the whole call. On indexed artboards colours snap to the palette, with a warning.

  • Search and run

    The rest of the editor, on request.

    Finds editor actions, whole-sprite operations and AI features by task, runs one and reports what changed. Artboards, layers, frames and tags can be named instead of given ids, and frames counted from 1.

  • Long jobs

    Big changes don't hold up the chat.

    Waits a while for a job it starts, then hands back the job to follow later, with progress for clients that ask.

  • AI features

    Pixelart Makers' AI, asked for in words.

    Every AI feature except the assistant, on your monthly AI allowance and limits. The biggest jobs stop at their estimate until the assistant confirms them.

  • AI agents settings

    Connect and disconnect in one place.

    AI agents, in the account menu and in the editor's Preferences, shows the server address, setup steps for common assistants and the apps you allowed. Disconnect ends an app's access at once; reconnecting asks for consent again.

  • WebMCPNew

    The same tools in your open tab.

    In browsers that support WebMCP, the editor offers its tools, all but creating sprites, to a browser agent for the sprite it has open. Edits are the tab's own, recorded in its undo history like yours. There's no Allow step: the browser decides which agent can use the tab.

Multiplayer

  • Live shared file

    Everyone works on the latest version.

    Strokes, layers, frames, tags, palette and AI jobs update live.

  • Cursors and avatars

    Know where teammates are working.

    Named cursors in each person's colour; avatars in the header.

  • Frame awareness

    Split an animation cleanly.

    Avatars above the frame numbers, "F4" pills on the canvas.

  • Share link

    Bring someone in with one link.

    Share › Copy edit link; anyone with the link and an account can edit.

  • Undo per person

    Undo your strokes without erasing anyone else's.

    Undo skips pixels a teammate changed since, and says how many it kept; undoing a new layer or frame removes it with whatever is on it.

  • Safe deletes and heavy edits

    Nothing lost to bad timing.

    Deleting a layer or artboard shows a toast with Undo; ⌘Z brings back layers, frames and artboards with their pixels; painting is paused, with the reason, while a resize or filter runs.

  • Synced preferences

    Your setup on every browser.

    Keymap, right-click and AI preferences sync to your account.

Import

  • Drop anywhere

    Bring art in without dialogs.

    Images, GIFs, numbered sequences, palettes and .pixelart files; a new artboard, or hold ⌥ to add a layer; an image that fits the artboard lands as floating pixels.

  • Images

    Use any reference or old sprite.

    PNG, GIF, Animated PNG, JPEG, WebP (and BMP by drop); larger than 256 px scales down with nearest neighbour; up to 16 MB per file.

  • Animated GIFs

    Edit any GIF frame by frame.

    One frame per GIF or Animated PNG frame, original timing kept.

  • Numbered sequences

    One animation from many files.

    "Possible animation": load as frames, in natural order.

  • Sprite sheets

    Turn a sheet into frames.

    Import sprite sheet…: strips, rows or columns, frame size, gap, partial tiles, live grid.

  • Palettes

    Bring your colours.

    .gpl, .hex, .pal, .act and .col by drop or Import palette…; PNG palettes through Import palette…; replace or add.

Export

  • Export dialog

    The right file for every destination.

    PNG, GIF, Animated PNG, WebP, JPEG, PNG sequence (.zip), PNG strip; 0.5×–20× nearest neighbour; current, all, selected frames or a tag, in any direction; visible layers or one layer; the canvas, the selection or a slice; skip empty frames; apply pixel ratio.

  • Sprite sheet + JSON

    Ready for your engine.

    Horizontal or vertical strip, rows, columns or packed; padding; trim each frame or to all frames; extrude edges; merge duplicates; one set per layer or per tag; the standard JSON (hash or array) with frame tags, layers and slices; frame-name tokens.

  • Export panel

    Every size in one click.

    Rows of format × scale × frames, downloaded together.

  • Repeat last export

    Re-export after every tweak.

    ⇧⌘X.

  • Palette export

    Share your game's palette.

    .gpl, .hex, .pal, .act, .col, PNG strip.

Keyboard

  • Keymaps

    Keep your muscle memory.

    Hybrid (default) and Classic; keys match by position; browser-reserved shortcuts are never used.

  • ⌘K actions

    Type any action.

    Search, Recents, Suggested for your selection, AI tab.

  • Cheat sheet

    Find any shortcut without leaving the canvas.

    Press ?; searchable.

  • Modes

    Only the tools the job needs.

    Draw, Design, Animate, AI.

  • Quick tools

    Switch tools without switching.

    Hold Space (hand), ⌥ (eyedropper), ⌘ (move pixels).

  • Hide UI

    Just you and the sprite.

    ⌘\

Limits

Largest artboard
256 × 256 px
Frames per artboard
256
Layers per artboard
64
Artboards per file
100
Colours per palette
256
Largest import file
16 MB

Try every one of them. Signing up is free.

Start making. It's free.