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.
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