Create pixel art on an adjustable grid (8×8 to 64×64) with a 24-color palette, pencil, eraser, fill bucket, and eyedropper tools. Undo/redo history, symmetry mode (horizontal, vertical, or both), and download as PNG at 1× or 8×.
Choose a grid size (8×8, 16×16, 32×32, or 64×64) from the top. Each cell is one pixel in the final art. Select the Pencil tool and click cells to paint with the selected color. Hold and drag to paint multiple cells.
Pencil: paint cells with the current color. Eraser: remove color (set to transparent/background). Fill Bucket: flood-fill a connected region with the current color. Eyedropper: click a cell to pick its color. Symmetry mode mirrors your drawing across horizontal, vertical, or both axes simultaneously.
Click Download 1× to save at the raw grid size (e.g. 32×32px). Click Download 8× to save at 8× scale (e.g. 256×256px for a 32×32 grid) — suitable for game sprites and display. The PNG is downloaded with transparent background where no color is painted.
8×8: Simple icons, retro game sprites, favicons. 16×16: Classic 8-bit game characters (Mario, Pac-Man era), detailed icons. 32×32: Modern game sprites, emoji-style art, avatar icons. 64×64: Detailed character art, tile maps, high-resolution sprites. Start with 16×16 for most projects — it offers enough detail without being overwhelming.
The flood fill (bucket) tool fills a contiguous region of same-colored cells with the current color. It uses a BFS (Breadth-First Search) algorithm: starting from the clicked cell, it checks all adjacent cells (up, down, left, right). If an adjacent cell has the same original color, it fills it and adds it to the queue. This continues until no adjacent cells match, creating a spread-fill effect like paint bucket tools in Photoshop.
Symmetry mode mirrors every drawing action across the grid's axis. Horizontal symmetry: when you draw on the left half, the same pixel is mirrored on the right. Vertical symmetry: top mirrors to bottom. Both: all four quadrants are mirrored simultaneously, creating point-symmetric patterns. Symmetry is ideal for creating faces, logos, mandalas, and game characters with natural bilateral symmetry.
A 16×16px image displayed on a modern 1080p screen is less than 3mm wide — essentially invisible. Pixel art is designed at a small grid size but displayed at a larger scale. The 8× option scales 16×16 to 128×128px, 32×32 to 256×256px, making individual pixels clearly visible. CSS image-rendering: pixelated preserves crisp edges without anti-aliasing when scaling pixel art in browsers.
PNG is the only correct format for pixel art. PNG is lossless — it preserves exact pixel colors without compression artifacts. JPG applies lossy compression that blurs pixel edges and introduces color banding, destroying the crisp look of pixel art. WebP also supports lossless mode which works for pixel art. For game engines and editors, sprite sheets in PNG are standard.
The undo history stores up to 50 states. Each pencil stroke, fill, or eraser action is recorded as a separate undoable step. Use Ctrl+Z (or the undo button) to step backward through history. The history is cleared when you change the grid size (resizing the canvas resets the drawing).