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Sprite editor for pixel art, with AI editing built in

Edit pixel art in your browser on a true pixel grid: draw, recolor, make characters, and animate sprites — then hand any of it to AI for a reskin or variant. Import your own sprites or generate new ones; both live on the same grid.

Open the editorRead the guides

What’s in the sprite editor

Real pixel tools, real pixel grid

Pencil, eraser, line, shapes, bucket fill, magic wand, and lasso all snap to the artboard's pixel grid, so a 1px line stays 1px. Brush size sets logical pixel density — draw chunky 8px blocks or single pixels on the same canvas.

Keyboard shortcuts

Layers, artboards, and an infinite canvas

Every artboard has its own layer stack with opacity and visibility, and artboards sit side by side on one infinite canvas — so a character, its idle frames, and its props stay in a single document you can pan across.

Palette locking and color remap

Extract a palette from any sprite, import .gpl / .pal / .hex palette files, snap artwork onto that palette, and remap colors across a selection when a piece needs a reskin. Start from the palette library when you want hardware classics or themed ramps with every hex code listed.

Pixel art color palettes

AI edits on art you already have

Select a region and edit it with a prompt: relight it, swap a weapon, clean up outlines, or generate variants that keep the original silhouette. Imported PNGs work the same as generated ones.

AI prompting tips

Frame-by-frame animation

Frames share one layer stack, Aseprite-style, so structure never drifts between them. Onion-skin-free live playback, named clips for walk / attack / idle ranges, and per-frame thumbnails.

Components for art you reuse

Save an artboard as a component, drop instances anywhere, and edit the master once to update every placement — tile bases, UI chrome, character bases.

Components guide

Export and sync into your game

Export PNG sheets or push sprites straight into a Godot, Unity, or web project with the CLI and REST API, then keep them in sync as you keep editing.

Sync guide

A typical editing pass

  1. 1Import a PNG, GIF, or sprite sheet — or generate a fresh sprite from a prompt.
  2. 2Clean it up with pixel-accurate tools on the artboard's own grid.
  3. 3Lock it to your project palette so every asset matches.
  4. 4Add frames for animation, or save it as a component you reuse.
  5. 5Export the sheet, or sync it into your game project with the CLI.

New to prompting for pixel art? Start with generating game sprites with AI, then read editing AI pixel art for the cleanup pass.

Sprite editor FAQ

Is the sprite editor free to use?
Yes. Drawing, editing, importing, palettes, layers, animation frames, and PNG export are free in the browser with no install. Only AI generations and AI edits spend credits, and every account starts with a free allowance.
Can I edit pixel art I made somewhere else?
Yes. Import a PNG, GIF, or sprite sheet from Aseprite, Photoshop, Piskel, or any other tool. MagicPixel detects the logical pixel size, snaps the artwork back onto a clean grid, and splits sheets into separate artboards you can edit frame by frame.
Does it work as a character maker?
It works as a character editor rather than a fixed dress-up generator: start from a prompt, an import, or a component base, then edit the sprite directly or ask AI for variants that keep the original silhouette — useful for palette swaps, gear changes, and enemy tiers.
How do I keep every sprite on the same palette?
Extract a palette from any sprite or import a .gpl / .pal / .hex palette file, then snap artwork onto it. Color remap swaps specific colors across a selection or a whole artboard so a reskin stays inside the project palette.
Can I animate sprites in the editor?
Yes. Frames share one layer stack, Aseprite-style, so layer structure never drifts between frames. You can name clips for walk, attack, and idle ranges, play them back live, and export the result as a sheet.
How do edited sprites get into Godot or Unity?
Export PNG sheets, or push assets straight into a game repo with the CLI, the Unity sync, or the REST API — then keep editing and re-sync without re-exporting by hand.
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