Icons and tiny UI assets
Use 16x16 when the image needs to stay compact and simple. Keep shapes bold because tiny details disappear quickly.
Tool
Upload one or many images, choose a target size such as 16x16, 32x32, or 64x64, then export pixel-ready PNG files directly in the browser.
Quick Answer
To convert an image to pixel art online, upload the image, choose an output size such as 16x16, 32x32, or 64x64, select the best fit mode, then export the result as a PNG. For most sprites, 32x32 with Contain and a transparent background is the safest starting point.
Converter
or click to select multiple files at once
You can also paste an image from the clipboard with Ctrl/Cmd + V
Results
How To
32x32 for general sprites, 16x16 for tiny icons, and 64x64 for larger readable shapes.Contain to preserve the full subject, Cover to fill the square more tightly, or Stretch only when you accept distortion.Best Settings
Use 16x16 when the image needs to stay compact and simple. Keep shapes bold because tiny details disappear quickly.
32x32 is the best default for many pixel sprites because it balances clarity, scale, and export size.
Choose 64x64 when you need more readable silhouettes, bigger props, or stronger visual detail after downscaling.
If you are unsure, start with 32x32, Contain, and a transparent background. That combination is usually the most flexible for later steps such as spritesheet assembly or map placement.
Fit Modes
Best when you want to keep the full subject visible. This is usually the safest choice for sprites, icons, and imported artwork.
Best when you need the square fully filled and can accept cropped edges. It works better for centered portraits and close-up objects.
Best only when exact square fill matters more than natural proportions. Use it carefully because it can warp characters and item shapes.
If the image has one clear subject, start with Contain. Switch to Cover only when the empty margins are more distracting than light cropping. Use Stretch last.
Common Mistakes
16x16 when the subject needs facial detail, props, or readable outlines. Move up to 32x32 or 64x64.Stretch when proportion matters. It is the fastest way to make sprites feel distorted.Best For
Useful for quickly preparing sprite candidates, props, icons, and tile-ready artwork before moving into sheets or maps.
Helpful when you want to test how a regular image reads at a smaller retro scale before redrawing or refining by hand.
Good for making small retro-style badges, avatars, profile art, and compact visual elements for themed interfaces.
Tool Choice
Choose this tool when the goal is a pixel-art look, square sprite-style outputs, and settings such as fit mode and transparent export.
Choose the Image Resizer when you only need fixed width and height values without focusing on a retro pixel-art result.
Resize first when source assets need consistent dimensions, then convert to pixel outputs when you want a more game-ready visual style.
In short, Image Resizer standardizes dimensions, while Pixel Art Converter standardizes a pixel-style output. They solve related but different jobs.
Use Cases
Turn source artwork into compact sprite candidates for platformers, RPG assets, enemies, NPCs, and small animated objects.
Create retro-style profile images, badges, item icons, ability markers, and themed interface elements with a smaller pixel footprint.
Prepare environmental pieces, decorative props, and tile-like assets before arranging them into sheets or testing them in a map layout.
Next Step
More Tools
Related Guides
FAQ
It turns uploaded images into fixed-size pixel art outputs such as 16x16, 32x32, and 64x64 PNG files directly in the browser.
Contain is the safest default because it keeps the
full image visible. Cover fills the square more
aggressively, and Stretch can distort the image.
Yes. The tool supports batch upload and batch export, which makes it useful for preparing many assets quickly.
Upload the image, choose a target size, set the fit mode and
background, then convert and download the PNG result. For most
use cases, 32x32 with Contain is a good
default.
16x16 works for tiny icons and compact tiles.
32x32 is a practical default for many sprite assets.
64x64 gives larger shapes more room and keeps them
easier to read.
Yes, in most sprite and game-asset workflows. Transparent exports are easier to place into a spritesheet, UI, or tile map without needing to remove a flat background later.
Use Cover when filling the whole square matters more
than keeping every edge visible. Use Contain when you
want to preserve the full subject without cropping.
Yes. Converting images into consistent pixel outputs is often a good preparation step before arranging frames in the Spritesheet Generator.
Contain keeps the whole image visible.
Cover fills the square more tightly and may crop the
edges. Stretch forces the image into the output size
and can distort the result.
The most common mistakes are choosing an output size that is too
small, converting cluttered images, using
Stretch too early, and exporting a solid background
when transparent PNG output is needed later.
Use the Pixel Art Converter when you want a retro pixel-style
result with square outputs such as 16x16,
32x32, or 64x64. Use the
Image Resizer
when you only need to change width and height values.
It is best for game developers, pixel artists, UI designers, and hobby creators who need fast browser-based sprite, icon, or retro-style asset preparation.
You can make pixel-style sprites, icons, avatars, props, simple tiles, and retro-themed UI assets from regular images, especially when you want a fast browser-based starting point.
Move the outputs into the Spritesheet Generator for animation sheets or the 2D Tile Map Editor for tile-based layout work, depending on the workflow.
Original
Pixel