By goal

Pixel art game sprites and item icons from a reference image

Use AniPixel for game-ready pixel sprites and item icons: Icon Pack for sets, single Icon/Redraw for characters, then Fix Pixel Grid for true sizes.

Updated 2026-07-25

Game pipelines care about logical size, hard edges, and matching sets. AniPixel can draft those assets from a style reference: Icon Pack for trays of items, Icon or Redraw for single sprites, then Fix Pixel Grid when you need the real grid or integer upscales.

Icon Pack weapons sheet result used as game item icons
Icon Pack weapons sheet result used as game item icons

Pick the right entry point

| Need | Path | |------|------| | 4 or 16 matching item icons | Icon Pack (Icon preset, Pack on) | | One bold UI / skill icon | Icon preset, Pack off | | Character sprite draft | Redraw or Side, then cleanup | | True 32/64 file from a soft AI PNG | Fix Pixel Grid |

Item icon loop (fastest)

  1. Upload a style reference on Pixelize.
  2. Icon → Pack on → 64×64 (or 32 for a denser tray) → pick a category.
  3. Add short numbered item notes if you need specific objects.
  4. Generate (1 credit), download cells as logical PNGs.
  5. Drop into your engine or atlas. Prefer transparent backgrounds.

Character sprite draft loop

  1. Crop the character tightly; generate with Redraw (faithful) or Side (angle variety).
  2. Remove background if the sprite must float (Remove Background).
  3. Run Smart grid in Fix Pixel Grid, check Before/After, then export at for the honest sprite or a higher integer scale for crisp display.
Fix Pixel Grid with Smart grid and Before/After preview
Fix Pixel Grid with Smart grid and Before/After preview

What AniPixel is not (for games)

  • Not a full tileset / animation / palette-swap editor.
  • Not a guarantee of exact logo or UI text reproduction—add critical marks in your pixel editor after.
  • Not a replacement for hand-tuned collision boxes; treat outputs as drafts you may clean in Aseprite or similar.

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