EN
My tools

Pixel Art Converter

Turn an image into pixel art: pick the grid size, a palette (PICO-8, Game Boy, NES, C64, EGA or your own), dithering and outline, then upscale crisply.

32–64 gives a classic sprite look; 128+ keeps more detail.
For "best colours" and grey levels.
Separate with spaces, commas or new lines.
My tools →
Advertisement

Pixel art converters turn a photo or drawing into a small grid of flat-coloured squares, the look of 8-bit and 16-bit games. Pick how many art pixels wide the result should be, restrict it to a classic console palette or the image's own best colours, add dithering for gradients, and enlarge it with sharp nearest-neighbour scaling so every art pixel stays a crisp square. You get both the enlarged picture and the 1× sprite for your game engine.

How to use this tool

  1. Choose one or more images. For sprites, a PNG with a transparent background works best.
  2. Set the grid: a width in art pixels (e.g. 64) or a block size in original pixels.
  3. Pick a palette and the number of colours, and optionally dithering and a 1-pixel outline.
  4. Choose how much to enlarge, with optional grid lines, and download the PNGs.

Formula

grid height = round(height × grid width ÷ width); each art pixel = alpha-weighted average of its block, then the palette colour with the smallest (ΔR² + ΔG² + ΔB²)

Blocks that are less than half opaque become transparent. "Best colours" builds the palette with a pairwise-nearest-neighbour colour quantiser (gifenc). Floyd–Steinberg passes each pixel's colour error to its neighbours (7/16, 3/16, 5/16, 1/16); the Bayer option adds a fixed 4 × 4 threshold pattern before matching. Enlarging copies each art pixel into an f × f square without smoothing.

Example

A 1920 × 1080 photo at 64 art pixels wide becomes a 64 × round(1080 × 64 ÷ 1920) = 64 × 36 grid. With "back to the original size" each art pixel is enlarged round(1920 ÷ 64) = 30 times, giving a 1920 × 1080 px PNG. With the Game Boy palette every square is one of four greens, #0f380f, #306230, #8bac0f or #9bbc0f.

Frequently asked questions

Which width should I choose?

Game sprites are often 16, 32 or 64 pixels; portraits and scenes look good at 64–128. Smaller grids look more retro but lose detail quickly.

When should I use dithering?

Use it for photos and skies with smooth gradients, especially with small palettes such as Game Boy or 1-bit. Leave it off for clean, flat sprite art.

Are the console palettes exact?

PICO-8, EGA and CGA are defined digital colours. Game Boy, NES and C64 colours depended on the screen or TV, so these are common emulator values rather than a single official set.

Are my images uploaded?

No. The conversion runs in your browser.

Last updated:

Cite or embed this tool
APA

kakaoCalc. (2026, November 8). Pixel Art Converter. https://kakao.mobile/tools/pixel-art-converter/

MLA

“Pixel Art Converter.” kakaoCalc, 8 Nov. 2026, kakao.mobile/tools/pixel-art-converter/.

Advertisement