Pixel editor

Export

Export your art as PNG, GIF, WebP, JPG or a sprite sheet with JSON, or save it as Aseprite. Choose scale, frames and layers.

Open File → Export → Export As… (Ctrl+Shift+E) for images and animations, or Export Sprite Sheet for a sheet.

Export As

  • Formats — PNG, GIF, WebP or JPG. JPG has no transparency and is flattened on white.
  • Resize — nearest-neighbor scale, up to 8192 px per side
  • Area — the whole canvas or the selection
  • Layers — visible layers (default), all layers or only the active one
  • Frames — the current frame, all frames or a range; optionally skip empty frames. PNG, WebP and JPG export several frames as a ZIP of numbered images.
  • GIF — every chosen frame with its duration, played forward, reverse or ping-pong; 256-color palette, auto-quantized from your art

Sprite sheet

All frames in one PNG, laid out by rows, by columns, or as a horizontal or vertical strip, with padding, spacing, trimming, extrude and merged duplicate frames. A JSON file in the Aseprite format comes with it, so game engines can read the frame rects and durations.

Save the project

File → Save (Ctrl+S) downloads a .pixelz project. File → Save As → Aseprite writes a native .aseprite file with layers, frames and frame durations, so you can keep working in Aseprite. Both open again in PixelZ (see Import a Project).

Tip: Don't pre-scale for game engines. Most engines prefer importing at the original pixel resolution and scaling at runtime — keeps memory low and avoids blur from re-resampling.