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For AI-first game devs

Fix AI-generated pixel art into real, game-ready sprites.

Midjourney, Stable Diffusion, DALL·E and Nano Banana output looks like pixel art — until you zoom in. Pixelize converts it into a true low-resolution grid on a real palette: deterministic, offline, on your own machine.

BEFORE AFTER
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AI-rendered character → true pixel art, 128 px on a 24-colour auto palette.

Why AI “pixel art” falls apart in an engine

Mixels — the grid isn't real

The image was rendered at 1024 px and only imitates blocks. They don't sit on a consistent grid, so scaling in Unity or Godot smears them into mush.

Anti-aliased edges

Soft, semi-transparent edge pixels. Real pixel art has hard edges — against a tilemap this reads as blur, not as craft.

Hundreds of near-identical colours

A “PICO-8 style” render often carries thousands of colours with gradients and colour bleeding. No palette coherence, so nothing matches your other assets.

The wrong background

It arrives on white, a checkerboard or a gradient — not on transparency. Useless as a sprite until it's keyed out.

What actually fixes it

Pixelize is a deterministic pipeline, not a filter and not a generator. Five steps, every one of them under your control:

  1. 1
    Real downscale

    High-quality area resampling down to an actual target resolution (48–512 px). The grid becomes real instead of painted.

  2. 2
    A real palette

    Auto (median-cut in perceptual Oklab space) — or a named one: DawnBringer 16, PICO-8, Game Boy DMG. Or a console colour grid: Mega Drive (3-bit), SNES (5-bit).

  3. 3
    Snap every pixel

    Each pixel maps to the nearest palette colour, optionally dithered (Bayer 2×2, Bayer 4×4, Floyd-Steinberg).

  4. 4
    Hard alpha

    Alpha is cut at a threshold so edges stay crisp — or kept soft when you want the glow.

  5. 5
    Integer upscale

    Optional ×2/×4/×8 for presentation, plus auto-crop so the character uses the full target resolution.

Deterministic: same input + same settings + same app version = byte-identical output. No prompts, no re-rolls, no credits, no GPU.

BEFORE AFTER
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Same pipeline, painterly creature source. Drag to compare.

AI art on a white or coloured background?

The free ChromaKey core keys out flat colour backgrounds — green screen, magenta, or any custom colour you pick, white included — with an adjustable tolerance. Auto detects the key colour per image, which is what you want for a mixed folder.

It's a colour key, not an AI cutout: it needs a flat background, not an arbitrary photo scene.

The whole loop

01

Generate your art wherever you like

02

Key the background out (free)

03

Pixelize to a real grid + palette

04

Drop the PNG into Unity, Godot, Unreal, Phaser or GDevelop

Got a folder full of them? Batch & Automation runs every operation you own across the whole folder — or from the headless CLI inside your build or CI.

An asset you authored — not a prompt result

Raw AI output reads as slop. Once it has passed through a deterministic pipeline you chose the parameters for — your resolution, your palette, your dithering — what ships in your game is a deliberate asset you made, on your machine.

What it doesn't do

  • It doesn't generate anything. Bring your own image.
  • No dark outline pass in this version (deferred to v1.1).
  • No loadable custom palettes (.pal/.hex) yet, and no cross-frame palette for animation sheets.
  • 64 px is often too coarse for fine facial detail — 128 px is the robust default.
  • Background keying needs a flat colour, not an arbitrary photographic background.
Money questions

The fine print, in plain words.

No — it's a deterministic converter, not a generator. Downscale, palette, map, done. No prompts, no variation, no credits. The same input always produces the same output.
Yes. Pixelize takes an ordinary image file — it doesn't care which tool made it, or whether a human painted it.
Almost always mixels: the “pixels” are painted at high resolution and don't sit on a consistent grid, so any scaling smears them. Downscaling to a real target resolution and snapping to a limited palette is what fixes it.
That depends on the generator's terms and your jurisdiction — we can't advise on that, and Pixelize doesn't change it. What it does change is the craft side: the output becomes a real, low-resolution, real-palette asset instead of a raw generation.
MutaSprite and the ChromaKey core are free forever — no watermark, no trial, no account. Pixelize is a one-time €12 module, or included in the €19 Studio-Kit. No subscription.
No. Everything runs locally on your Windows machine. There is no cloud step, no account and no telemetry — your unreleased art never leaves your disk.

Try it on your own worst sprite.

The app and the ChromaKey core are free. Pixelize is €12 once — or the whole kit for €19.

Read the Pixelize handbook · All MutaSprite tools — chroma-key, Pixelize, Slice, Batch & CLI