Pixel Art Tips for Programmers

2025-11-2113:2516844jslegenddev.substack.com

Programmers are known to not have a strong suit for art related disciplines, pixel art is no exception.

Programmers are known to not have a strong suit for art related disciplines, pixel art is no exception. In this post, I’ll share 5 tips for making good pixel art from the point of view of a programmer. This is to help other solo devs coming from a programming background to make better pixel art for their games.

Now, you might be wondering if I’m qualified to share tips related to pixel art? Below are two pixel art asset packs I made. If you like how they look, then the question is answered.

Here are all the asset packs I’ve made so far :

How do you know if a sprite looks good or not? You might have assumed that you just need to look at it and your brain determines whenever it’s appealing or not. Maybe the colors clash or the pixels are not placed symmetrically, etc… all things that you should detect naturally.

However, it’s not that simple, an art piece can go against commonly held rules and still look good. It can look good to one person but not to another.

While it’s true that whether a sprite or any piece of art looks good is subjective to some extent, it’s undeniable that some of them are widely considered more appealing.

This subjective nature of art is what a lot of programmers struggle with. You might be used to having a compiler compile and run your code. If your code successfully runs then you know that at least your code works.

With art however, you need to acquire good taste that will effectively act as your own internal compiler when doing pixel art. It will guide you during your art process and allow you to realize when things don’t work (ex: Color clashes, etc…).

The question now becomes, how do you develop good taste in pixel art? The simplest way is to look at well regarded pixel art online. It can come from games where the art is praised or from pixel artists online. When observing each piece, try to notice the details. If you do this enough, you’ll build an internal understanding of what makes good pixel art.

If you come to pixel art with the mindset that you’re going to draw what you want like you would on pen and paper, you’re going to get frustrated. Pixel art at low resolutions is all about negotiating with your canvas.

It’s basically a puzzle game. You need to figure out where to place your pixels to represent what you want while still compromising on certain details.

The sooner you view pixel art like this, the less you’re going to struggle drawing the sprites you need for your games. This is because you’re now more flexible and ready to adapt when representing certain things that are challenging at low resolutions.

You can either do the hard work of figuring out how to represent an object or character in lower resolutions or you can go look at the million of available game sprites that already solved what you’re trying to represent.

That’s why I recommend using references extensively.

For example, if you want to make a top-down action adventure game a la Zelda there is no shame in looking up link’s sprites to see how he’s represented or how his sword attack animations are made.

In case you didn’t know, the most comprehensive website for looking up sprites from various retro games is The Spriters Resources.

Sticking to a limited color palette is very important in pixel art due to the low amount of space available. Every color you choose will have a big impact on the appeal of the final sprite.

If you don’t want to deal with color theory, you can always pick an existing color palette. There is this website called Lospec with plenty of color palettes you can pick from. On this website, you can often see pixel art examples using the listed color palette. This will help you determine if a given palette will likely help you achieve your desired aesthetic.

Another option consists in finding a pixel art piece you like online and picking the same colors to make your palette.

Finally, you might feel too constrained working with a limited amount of colors. Sometimes, the colors you have in your palette are not enough. In that case, I recommend adding colors to it.

In fact, it’s much easier to expand a given color palette one color at a time then to not limit yourself to one by choosing colors on the fly. When needing a new color, you can more easily compare your new color choice with an existing palette and see if it fits or change your choice otherwise.

I often hear the phrase “Constraints breeds creativity” and I agree because when constrained you often end up finding creative solutions. However, another lesser known benefit of constraints is that they allow you to hide your flaws.

The less constraints you have, the more ambitious you get, the higher the likelihood of going out of your comfort zone and finding yourself in an area where you do not have enough skill to pass the “professional” quality bar.

For example, if you’re someone with very limited coloring skills. I would recommend sticking to a prefined color palette of max 4 colors. This way, you can more easily reach a “professional” looking result compared to if you had to pick your own colors.

Well chosen constraints allows you to put forward your strengths while hiding your flaws. Another way to put it would be that constraints reduces the likelihood of shooting yourself in the foot.

While I hope these tips will help you make better pixel art, it’s no secret that practice remains a big part of what you need to do to achieve good results.

If you’re interested in reading more posts like this. I recommend subscribing to my Substack as to not miss out on future releases.

In the meantime, you can check out my previous posts.

What Caused Performance Issues in My Small RPG

In a previous post, I mentioned having strange performance issues regarding a tiny RPG I was secretly working on.

How do Devs Make Levels Without Game Engines?

The story of how I started game development is quite unusual, which led me to not using game engines and allowed me to get familiar with alternative tooling.

You Can Now Make PS2 Games in JavaScript

I recently discovered that you could make PS2 games in JavaScript. I’m not even kidding, it’s actually possible. I was working on a project and had my phone near my desk when I received a notification. Upon further inspection, it came from itch.io which was a platform where I usually published most of my web games.


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Comments

  • By jasonkester 2025-11-239:27

    Well timed. I've been going through this process as a non-artist forced to churn out some tiles for a game I'm building [1].

    I started off simply cribbing all the tiles from Ultima IV for the Apple II, then gradually adding some rudimentary new tiles as the need arose. Starting with a pixel "rock" and "stick", changing the clothes on existing characters, then eventually gaining a bit of confidence and launching off on more complicated things. Eventually coming back and redoing all the "borrowed" tiles, and launching off into new, more detailed, characters and items.

    "Constraints hide your flaws" got me a long way. I've relaxed those constraints a bit as I got better at shading, so it's easy to tell which tiles were drawn at what point in my "career"

    [1] https://valtima4.com/, the Survival Crafting RPG you would have played on you Apple II in the '80s. It's essentially Valheim crammed into Ultima IV's interface.

    Single player works up through the first couple bosses, but it's not really ready to ship into early access yet.

  • By engeljohnb 2025-11-233:193 reply

    After classical art training, I thought pixel art would be fast and easy -- the low resolution would disguise any mistakes.

    Quite the opposite. The fewer pixels, the more each one has to be perfectly in place. Honestly should've been obvious in hindsight. If I have any games left in me after my current one's finished, I'll just use as high a resolution as I'm comfortable with.

    Unless the sprites are truly tiny, like 16x16 with 2 or 3 frame animations, I don't know if pixel art makes a good shortcut to an aesthetically appealing game. Then again, it might be easier than six years of every day practice.

    • By torginus 2025-11-2311:051 reply

      More than a dozen artists I've talked to told me pixel art is entirely it's own discipline - they're no more comfortable approaching it than a layman would.

      The traditional workflow of creating a rough sketch on paper or tablet then progressively refining it just entirely doesn't apply.

      • By spankibalt 2025-11-2315:28

        > "The traditional workflow of creating a rough sketch on paper or tablet then progressively refining it just entirely doesn't apply."

        For many a pixel artist that is a typical workflow, especially when working from reference, e. g. by retracing/"converting", say, an architectural period piece such as a street view to be used in a period- and location-accurate adventure game. In other words a classic line-to-pixel A/D conversion.

    • By rockskon 2025-11-238:10

      If you want to see someone who has truly done wonders with pixel art - the game Look Outside has so much incredible (and disturbing) pixel art.

    • By amelius 2025-11-2313:331 reply

      Makes me wonder if GenAI can get these kinds of subtleties right.

      • By Minor49er 2025-11-2316:25

        I've seen at least one indie game (Ta*dQuest) use Midjourney to create pixel art sprites for some NPCs that appear in the dungeon. Extra art, like portraits for those NPCs, was drawn by hand to complement the sprites after they were generated, so it all feels deliberate. I would have never guessed

  • By Lonrer 2025-11-2321:26

    Constraints help because they favor harmony. If you reuse the same limited palette for all your sprites it's more likely all objects will seem like they share the same lighting. It's very similar to making music. You can create sounds on a full spectrum of of frequencies but we have constraints like tonality to limit our pitches to semitones and center our compositions around keys. Sometimes we actually want to create feelings of dissonance and then stepping out of these limitations while adhering to them otherwise helps contrasting them even more.

    Contrast seems to be also one of those things I see even very experienced pixel artists get wrong, especially in the context of games where visibility can be crucial. There's many games with beautiful spritework but actually playing them is very tiring because all of the sprite work uses the same range of the palette. You want to consider if things are in foreground or background, interactable or not, dangerous or friendly and then limit how much the range of their colors intersect. Creating contrast through hues is more common (, see red hostile vs blue friendly), but differentiation through saturation and value/luminosity is much more effective and readable at a glance while also being more accessible to color blind people by default.

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