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Pixel art guides

Practical writing on AI pixel art from building SpriteLab: what works, what doesn't, and the cleanup that makes the difference. No fluff, no SEO sludge.

Guides

AI pixel art vs true pixel art: what's the difference?
Pixel artists say AI output "isn't real pixel art" and they're mostly right. What the conventions actually are, why models miss them, and the pipeline that closes most of the gap. Plus an honest list of what AI still can't do.
How to make sprite sheets with AI
Animation strips, multi-sprite asset packs and 4-direction rotation sheets. The workflow for each, why single-call grids are the best trick for style consistency, and an engine-side checklist before anything ships.
Pixel art palettes: how many colours, and which classics to steal
Working colour counts per asset type, the classic palettes worth knowing (Game Boy, PICO-8, Sweetie 16, Endesga, Apollo), hue shifting in one paragraph, and the honest rules for dithering.
Prompting for game sprites: what to say and what to leave out
The four-slot prompt structure that works, why concrete game references beat adjectives, the classic failure modes (background eats subject, accidental scenes), and when to retune instead of re-roll.

Engine guides

Using AI pixel art sprites in Unity (without the blur)
The import settings that actually matter (Point filtering, no compression, PPU), slicing sprite sheets, building animation clips, and fixes for edge bleeding and fringing.
Using AI pixel art sprites in Godot 4 (crisp, not blurry)
Nearest filtering, viewport stretch with integer scaling, AnimatedSprite2D from a sprite sheet, and the reimport gotcha that catches everyone.

Comparisons

SpriteLab vs PixelLab
An honest comparison with the biggest name in AI pixel art: where they're strong, and where our cleanup pipeline and free retuning pull ahead.
SpriteLab vs pixie.haus
Pretty interface, serious animation. How we differ on output cleanup, iteration cost and quality at the cheap end.