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Pixel art, made with AI

Build it out of
actual pixels.

Most AI “pixel art” is a smooth illustration wearing a costume: soft edges, hundreds of colours, a grid that does not line up. This site is about the other approach — prompting, downscaling, and palette work that produces art you can actually drop into a project.

Guides & comparisons Hands-on, not spec sheets Affiliate links disclosed

The directory

Six blocks the whole subject sits on.

Everything we publish stacks onto one of these. Start wherever your current project is stuck — the pieces are meant to be read in any order.

Guides

Prompting

Prompting for real pixel art. Why "pixel art style" on its own returns a smooth illustration with fake pixels, and which prompt structures push a model toward genuine blocky output instead.

  • Wording that actually changes the output
  • Reference images vs. text-only prompts
  • When to stop prompting and start editing
Guides

Resolution

Resolution and downscaling. Generating large and shrinking down is the standard route, but nearest-neighbour, box, and bicubic all give you very different results at 64x64.

  • Picking a target canvas size
  • Downscaling without smearing edges
  • Keeping the pixel grid square and aligned
Workflow

Cleanup

Colour cleanup and re-indexing. AI output usually carries hundreds of near-identical colours. Re-indexing to a fixed palette is what makes the difference between "pixel-ish" and pixel art.

  • Quantising to a workable palette
  • Fixing anti-aliased fringes by hand
  • Building a palette you can reuse across a set
Guides

Tilesets

Isometric scenes and tilesets. Tiles have to line up. We look at what AI tools can and cannot do for seamless tiles, isometric blocks, and consistent lighting across a scene.

  • Getting a repeatable tile from a generator
  • Keeping one light direction across a set
  • Where hand-editing is unavoidable
Guides

Sprites

Character sprites and frames. Character work is where AI struggles most: the same character has to survive across poses, directions, and animation frames without drifting.

  • Holding a design steady across frames
  • Silhouette and readability at small sizes
  • Cleaning up outlines and shading ramps
Reference

Licensing

Licensing what you generate. Before art goes into a game or a store page, you need to know what the tool’s terms allow. We summarise the questions worth asking of any generator.

  • Commercial use and output ownership terms
  • Training-data and attribution questions
  • What to keep on file for your own records

How this site is edited

Plain, testable, and honest about the limits.

There are no scores here, no leaderboards, and no numbers we cannot show our working for. Just what we tried, what came out, and whether it was worth it.

We make the art before we write

Every technique on this site gets run through an actual tool first. If a workflow only works on a cherry-picked prompt, we say so rather than presenting it as a recipe.

We will tell you not to use AI

For some jobs — tight animation frames, tiny UI icons, precise tilesets — hand-drawing is still faster and better. We would rather lose the click than waste your afternoon.

Affiliate links, plainly marked

Some outbound links to tools are affiliate links, which may earn us a commission at no cost to you. They never decide what we cover or what we recommend.

The workflow we keep coming back to

Four steps, and the order matters.

Nearly every good result follows the same climb. Skip a step and you can usually tell which one from the finished image.

Step one

Generate at the right scale

Decide the finished canvas size first, then choose whether to generate at that size or generate large and reduce. The choice changes everything downstream.

Step two

Downscale, do not blur

Reduce with a method that keeps hard edges, and check the result at 100% zoom. If the pixels are not square and aligned, nothing after this will fix it.

Step three

Re-index the colours

Quantise down to a deliberate palette so shading reads as bands, not gradients. This is the step most AI pixel art skips, and the one people notice.

Step four

Clean up by hand

Fix stray pixels, tidy the outline, and correct anything the model invented. A few minutes in an editor is usually the difference between usable and not.

Start with the block you need.

Prompting, resolution, palettes, tilesets, sprites, licensing — pick the one standing between you and a finished asset, and work outward from there.

Open the directory