Pixel Art Studio

A production-minded pixel editor for retro visuals, game assets, animation experiments, and branded micro-art.

Pixel Art Studio editor showing canvas, tools, layers, and animation timeline
A focused editor with drawing tools, grid controls, layer rows, frame cells, playback speed, and export/publish actions in one view.

Pixel art that stays connected to the work around it.

Create sprites, tiles, icons, UI pieces, and frame-based animations inside the same service workspace that holds the brief, assets, approvals, and publishing history.

Layered pixel editing

Build artwork with multiple layers, visibility controls, opacity, locking, and layer-specific frame cells so complex sprites stay editable.

Frame animation timeline

Create frame-based animations with playback speed, frame durations, timeline rows, onion-skin settings, animation tags, and named sequences.

Palette-first workflow

Work from a controlled palette, add or sort colors, use color ramps and harmonies, and keep foreground/background colors close to the canvas.

Sprite and tile production

Use templates for icons, character sprites, walk cycles, tilesets, and game UI elements, then preview tiled patterns for seamless assets.

AI-assisted actions

The module is wired for structured AI actions that can draw pixels, add layers, generate frames, edit palettes, and help produce small sprites.

Service-connected outputs

Pixel projects live beside the rest of the service: assets, documents, pages, decisions, publishing, team access, and version history.

High-level capabilities

The module is built around the actual production loop: start a project, draw and organize the art, animate it, export it, and keep the asset traceable inside the service.

Editor surface

The editor centers the canvas while keeping the brush, shape, fill, selection, contour, gradient, symmetry, transform, and tiled-preview controls within reach. This makes the module useful for both tiny icon work and larger sprite experiments.

Animation system

Frames are organized against layers, with duration controls, playback speeds, timeline zoom, onion skinning, animation tags, tween generation, and pseudo-3D rotation tools for building motion without leaving the workspace.

Export and reuse

Finished work can move out as PNG, GIF, sprite sheet, or separate frames. Scale controls and background options make the output usable across game prototypes, documentation, pages, campaign graphics, and design handoff.

Screenshots from the current module.

These are captured from the running platform so the promotional page can show the real Pixel Art Studio surface while the public story matures.

Pixel Art Studio editor showing canvas, tools, layers, and animation timeline
Editor and timeline A focused editor with drawing tools, grid controls, layer rows, frame cells, playback speed, and export/publish actions in one view.
Pixel Art Studio project library with projects and templates tabs
Project library Project and template surfaces help teams keep sprites, icons, tiles, and animation experiments organized inside a service.
Pixel Art Studio export modal with PNG, GIF, and sprite sheet options
Export options Export static artwork, GIF animation, sprite sheets, scaled versions, separate frames, and background-aware output.

Detailed docs are ready to extend.

The first documentation page covers the module shape, core concepts, editing workflow, animation workflow, export behavior, and where the Pixel Art Studio connects back into the larger Lunapaper service.

Open Pixel Art docs