MakeBead

~ PIXEL ART GUIDE ~

How to Make Pixel Art

MakeBead Studio

Updated September 2026 · 20 min read

Based on The Ultimate Pixel Art Tutorial by Saultoons on YouTube.

In pixel art you place every pixel yourself, so a single pixel can change what a picture says. This guide goes from the first silhouette to shading, colour and finishing techniques in nineteen short lessons. Every example is a small original drawing you can click, switch or drag — the same 32×32 wizard runs through most of them — and there is a 16×16 canvas at the end to practise on.

  • 19 lessons
  • Interactive examples
  • 16×16 practice canvas
wizard · 32×32

Palette

1×
2×
Contents
  1. 01What you need
  2. 02The process
  3. 03Canvas size
  4. 04Lines
  5. 05Hue, saturation, value
  6. 06Saturation
  7. 07Contrast
  8. 08Light & shading
  9. 09Warm & cool
  10. 10Hue shifting
  11. 11Palettes
  12. 12Dithering
  13. 13Anti-aliasing
  14. 14Banding
  15. 15Outlines
  16. 16Clusters
  17. 17Old screens
  18. 18Beads & stitches
  19. 19Style & practice
01

What you need to start

Software

A computer, a tablet or a phone is enough. A mouse, a pen or a finger all work; use whichever feels natural, because pixel art rewards precision more than speed.

Pixel art programs come in two kinds: dedicated pixel editors, and general painting apps with a one-pixel brush. They share the same basic tools — pencil, eraser, fill, colour picker and a grid — so what you learn in one carries over to the next.

  • Aseprite: Paid, and the program most pixel artists settle on: layers, animation, palettes and tiling, all built around pixels.
  • LibreSprite: A free fork of an older version of Aseprite.
  • Pixelorama: Free and open source, on the desktop and in the browser.
  • Piskel: Free and in the browser — a quick way to try pixel art before installing anything.
  • MakeBead pixel art editor: Free and in the browser, with animation frames, and printable charts for when the drawing is going to become beads or stitches. Open the editor.

Start with whatever you have. At the end of this page there is a 16×16 canvas loaded with the wizard’s colours, so you can try each lesson as you read.

02

Silhouette, lines, colour, detail

Silhouette → Line → Colour → Refine

The wizard was drawn in four passes: fill the silhouette, carve out the lines, lay in flat colour, then refine. Click a step to see the drawing at that stage.

Process · 4 steps04 / Refine

Starting from the silhouette keeps your attention on the big shapes and on whether they read, and the silhouette barely changes from the first pass to the last. The wizard is a triangle at heart; the bent tip of the hat and the staff sticking out are what make the triangle interesting.

Other ways to start

One wizard · four starting points
SilhouetteBig shape first
Construction linesProportions first
Rough blocksMood first
Shrunk drawingNeeds cleaning up
  • Construction lines: Block the figure out with circles, triangles and trapezoids, then build detail on top. Settling proportions early saves a lot of repainting later.
  • Rough blocks, then clean up: Lay down large rough patches of colour and tidy them as you go. It suits backgrounds, because it catches the mood at once. Expect a messy middle stage where nothing seems to fit, and keep going.
  • Draw big, then shrink: Paint at normal size in any drawing app and scale it down to pixels. It is a fine starting point, but the smaller it gets the more the detail breaks, and every pixel still needs cleaning up by hand.

There is no single right process. Watch how artists you like work, try a few methods, and keep the one you enjoy — they all arrive at the same place.

03

Choosing a canvas size

16×16 · 32×32 · 64×64

There is no correct size for pixel art. It depends on what you are drawing, how much detail it needs and what the project asks for. A good first exercise is to draw the same subject at several sizes.

Same character · different sizes
32×32Drawn by hand
32 → 16Shrunk automatically
16×16Redrawn by hand
The wizard’s silhouette is simple enough to survive at 16×16. Halving the 32×32 version automatically (middle) loses the eyes, breaks the outline and turns the beard into a lump. At a new size the drawing has to be redrawn (right).

This wizard could live at 16×16: the silhouette holds up and the style has little detail to lose. It is 32×32 because it belongs to a set of drawings at that size, and pieces that appear together should share one scale — mixed sizes look pasted in.

Common pixel art sizes

SizeTypical use
8×8Icons, tiny items, pixel fonts
16×16Classic game items, tiles and small characters
32×32Characters with a readable face, larger tiles
64×64Portraits and detailed characters
29×29One large square pegboard of fuse beads
128×128 and upScenes and illustrations

If you are new, start small and get a feel for the weight of a single pixel. At small sizes one pixel can change the whole picture, which is easy to miss on a big canvas. Try it on this 10×10 face: pick an expression, or click any pixel to flip it.

10×10
Gold squares mark the pixels that differ from the happy face. Each expression moves only two to six pixels.
04

Clean lines: doubles and jaggies

Doubles · Jaggies

Once the size is set, mark out the main areas with simple line art. There are two things to watch for when drawing lines.

Doubles

Where two pixels meet at a corner in an L shape, you have a double. It thickens the line in that spot, so it reads darker and harder there. On a one-pixel outline, remove the extra corner pixel and the line becomes cleaner and even in weight.

Same curve
With doublesThicker and harder in places
Corners removedEven weight

Doubles are not always a mistake. They can hint at shadow, and an outline made entirely of doubled lines is a bold style of its own.

Jaggies

When the steps of a line or curve change length unevenly, you get jaggies: sharp corners you did not intend. Remove the pixels that break the rhythm, or let the step lengths grow and shrink smoothly, such as 5-3-2-1-1-2-3-5 on a curve.

Step lengths
Straight · even2-2-2-2-2-2-2
Straight · jaggy2-3-1-2-1-3-2
Curve · smooth5-3-2-1-1-2-3-5
Curve · jaggy5-1-3-2-2-1-3-4

Jaggies can be deliberate too. The wizard’s face has one intentional break in its line to shape the brow.

None of this is about right and wrong. It is about awareness: know the effect exists, then use it on purpose to get the look you want.

05

Hue, saturation and value

Hue · Saturation · Value

Almost every colour picker is built on HSV:

  • Hue: The colour itself: red, yellow, green, blue…
  • Saturation: How pure the colour is. In the picker square it runs from grey on the left to the most vivid on the right.
  • Value: How light or dark it is, roughly from the bottom of the square to the top. This one matters most.

“Roughly”, because each hue has its own perceived lightness. Turn the hue bar to greyscale and yellow is the lightest, while blue and violet are the darkest.

Pickers · same position
Hue bar · 0° → 330°
Red
Yellow
Green
Blue
All four pickers are set to the top-right corner (100% saturation, 100% value). The position is the same, yet in greyscale their lightness is far apart. L* is perceived lightness: 0 is black, 100 is white.

Value is what gives a picture depth and form; light and shadow are made of it. If the values are wrong, no choice of colours will save the picture.

A quick value check: add a layer above everything, fill it with black and set its blend mode to Color. It is not exact lightness, but it is close enough to spot a problem.

Value check
Original
Greyscale
In greyscale the face and beard are the lightest shapes and the hat and robe are large dark masses. It still reads clearly, so the value structure works.
06

Use saturation sparingly

Saturation

With too many highly saturated colours, they fight each other and tire the eye. With too many dull ones, the picture looks muddy and faded.

One picture · three saturation levels
All high
All low
Held back
The right-hand version is the original: most colours are calm and only the gem on the staff is at full saturation, so that is where the eye lands.

Treat saturated colours as seasoning: a little, placed on purpose, where you want the eye to go. Some pieces use strong colour everywhere and still work, but they always have very solid values underneath. Value comes first.

07

Contrast leads the eye

Contrast

Visual art has many kinds of contrast: value, hue, shape, detail. High contrast means a big difference between two things; low contrast means they are close.

High-contrast areas pull the eye in; low-contrast areas let it rest, and can build rhythm and repetition. Contrast is relative: low contrast everywhere gives a unified, pattern-like image, and a high-contrast spot only stands out when calmer areas surround it.

Where does the eye go?
Fill the beard with texture and detail and it out-contrasts the face, so the face no longer stands out.

As you draw, keep asking how contrast can point to the most important part of the piece.

08

Light, shadow and shading

Shading · Lighting

To shade well you need to know how light behaves, because shading is value used to show form. Shine one light on a ball and you can see every part of a basic lighting model:

Basic lighting model · light from the top left
  1. 1Highlight: The spot facing the light most directly
  2. 2Midtone: The main colour of the lit side
  3. 3Core shadow: Where light turns to shadow; often the darkest band
  4. 4Shadow: The side of the ball facing away from the light
  5. 5Reflected light: Light bounced back by the surroundings, lifting the shadow
  6. 6Occlusion shadow: The darkest spot, where the ball meets the ground
  7. 7Cast shadow: The shadow the ball throws on the ground

Pixel art rarely needs all seven parts; at small sizes it would be too busy, so it comes down to size and style. How light looks also depends on how many light sources there are, how strong they are and what surrounds the object.

Pillow shading

A very common problem is ignoring both the form and the light, and simply darkening inwards from the outline in rings. That is pillow shading. It does not describe the form, so the object looks flat and puffed up, like a pillow.

Same four colours
Pillow shadingDarker in rings from the edge
Shaded by the lightLight from the top left

Materials

Materials reflect light differently. A matte ball spreads light evenly with no clear highlight; a glossy ball or metal has strong highlights and mirrors what is around it. To show wood, gold or glass, think about how it reflects light and choose values and a value range to match.

Three materials
MatteSoft transitions, no hotspot
GlossyA small, sharp highlight
MetalHigh contrast, reflects sky and ground
09

Warm and cool are relative

Colour temperature · Environment

You will often hear colours called warm or cool, but whether a colour looks warm or cool depends on what sits next to it.

Side by side
The same greyCool beside red, warm beside blue
Red and blueRed is the warm one
Red and orange-redThe same red, now the cool one

In the first pair the two small squares are exactly the same grey. In the third pair the left half is the same red as in the second. Colour is relative and shifts with its neighbours.

An object’s colour also changes a lot with the light, the things near it and its surroundings. Switch the light and the table below and watch the same yellow ball change:

On the red table the underside of the ball picks up red: light bouncing up from the table.
10

Hue shifting

Hue shifting

Hue shifting is a common technique that simplifies those environmental effects and makes colour more interesting at the same time. When you darken a colour for shadow, also turn its hue a little — shadows often lean towards violet, and lights towards yellow.

Five-step ramp
Value only
Value + hue
Drag the slider: on the right the lights move towards yellow and the darks towards blue-violet. The left side only ever changes value and saturation.

Neither way is better; pick the one you like. Hue-shifted ramps tend to look richer, while straight ramps look calmer and more graphic.

11

Limit your colour palette

Colour palette

Another common beginner habit is reaching for a new colour every time. The picture gets noisy, and the palette and the values slip out of control. Limiting the number of colours makes the work hang together.

If picking colours is a struggle, start from a ready-made pixel art palette. They are also a quick route to a particular look, such as the four greens of early handheld screens. Lospec hosts thousands of them, and you can build your own by sampling colours from films and games you like.

The four-green version has only four colours and still reads, because the original values were right. “Random colours” uses as many colours as the original and falls apart.

A palette will not do the work for you, though. You still have to think about hue, saturation, value, contrast and the style you want.

12

Dithering

Dithering

Dithering arranges pixels in a pattern to mix colours, or to suggest more colours than the palette has. With only black and white, a checkerboard reads as grey from a distance.

Only black and white
Black · checkerboard · white
Change the density of the pattern and two colours make a whole value ramp4×4 ordered dither, 17 levels

Dither patterns can be inventive, and each looks different: some are orderly, others noisy and gritty.

Four patterns · same two colours
Checkerboard
Sparse dots
Random noiseNoisy, gritty
Lines

Dithering can also blend two colours into a new one, which is especially useful when the palette is small.

Mixing with dithering
Red + yellow, dithered
Their average
Red + blue, dithered
Their average
Turn on “Blur it” above and each dithered block looks almost the same as the flat average beside it.
Sky gradient · same five colours
Hard bands
Dithered transitions

Be careful: dithering adds noise and unexpected texture, most of all in small sprites. Decide what it is for before you use it.

13

Anti-aliasing

Anti-aliasing · AA

Anti-aliasing (AA) softens the edges of a shape: in each step of the edge you place a colour whose value lies between the two neighbouring colours.

Same circle
No AAHard edge
Some AASofter, same shape
Too much AACorners fill in, the shape changes
Under each circle is a preview at 2×. Judge AA close to actual size.

The third circle has too much AA. It is softer, but the extra pixels add corners and change the shape of the circle. Add AA selectively, and never let it change the shape.

AA can sit inside a shape (internal AA) or outside it, on the background (external AA). External AA is mixed against the background, so when the background changes, external AA stops working — its values no longer match. Try the dark background above.

Since value is what counts, the hue of AA pixels is free to play with. AA can also change how a line feels, making parts of it look thinner.

The wizard does not need AA at all. If it were a style choice, the beard would be the place for it, to make it look softer. AA is an advanced technique, so use it with care.

14

Banding

Banding

When a shade or AA follows the whole contour at the same width, layer after layer, with every step lined up, you get banding. Instead of describing the form it flattens the picture or makes it noisy. The pillow shading above has the same problem.

Shading on a hillside
BandingEvery layer hugs the edge, steps aligned
Banding broken upShade lengths vary, steps offset
15

Pixel art outline styles

Outlines · Sel-out

There are many ways to outline pixel art. Here are eight of them on the same mushroom:

Same mushroom · light from the top left
Black, singleGraphic, good for animation
DoubledVery thick
Dark colourLess contrast, less hard
Area colourFollows what it encloses
Lit outlineAlso shows the light
Selective (sel-out)Describes form with AA
BrokenGaps where the light hits
No outline
  • Black single-pixel outline: Graphic and cartoonish, and it works well for animation.
  • Doubled outline: Very thick — you met it in the lesson on doubles.
  • Dark outline: An ordinary outline in a dark colour instead of black, which lowers the contrast and the hardness.
  • Area-colour outline: The outline takes a darker version of the area it surrounds.
  • Lit outline: An area-colour outline that is lighter on the lit side and darker on the shadow side, so it shows the direction of the light too.
  • Selective outline (sel-out): The line art uses AA-like shades to describe the form instead of one solid line.
  • Broken outline: A kind of selective outline that leaves the line out entirely in places, usually where the light hits.
  • No outline: Also a perfectly good choice.

The wizard uses a black single-pixel outline because it suits the style; the outline on the hat is broken slightly so that the hat’s shape reads more clearly.

16

Clusters and orphan pixels

Clusters · Orphan pixels

Thinking in clusters means grouping pixels into blocks, in pairs or more, and describing areas with those blocks, usually avoiding single pixels. A lone pixel (an orphan pixel) adds noise and looks out of place among clusters.

Same ball · same colours
Clean clustersClean, clear form
Scattered orphansNoisy

Orphan pixels have their uses: detail and highlights, especially at small sizes, or a deliberately gritty texture. The wizard’s eyes are single pixels — the size leaves no other choice, and it looks right. Some artists build whole pieces from single pixels; the result is noisy and gritty, and true to their style.

17

Old screens blurred the pixels

CRT displays

Keep one thing in mind when you study retro game art: many old games were shown on CRT televisions and monitors, and a CRT blurs neighbouring pixels together.

96×54 scene
The waterfall is just blue and white stripes, and the sky bands meet in checkerboard dithering. As raw pixels they are harsh; through the CRT blur they melt into falling water and a smooth gradient.

Look at the raw pixels of many 16-bit games and you find banding, jaggies and harsh dithering that nobody saw on the screens of the time. Some artists of that era knew it and drew for the blur, using dither patterns to make in-between colours the hardware could not show.

Not every retro game was drawn that way, but when you gather references, remember that what we see today is usually the clean raw pixels, with no screen in between.

18

When the pixels are beads

Pixel art in beads, stitches and drills

Pixel art does not have to stay on a screen. A fuse bead, a cross stitch, a diamond painting drill or a knitted stitch each holds one colour, so a pixel drawing is already a pattern: one pixel, one bead. Everything above still applies, with three differences.

Same 16×16 wizard
PixelsOn screen
BeadsOne pixel, one bead
  • The palette is what you can buy: On screen any colour is a click away; in beads or thread you have the colours a brand makes. Limiting the palette stops being a choice, so pick the bead or floss range first and draw with it.
  • The board sets the size: A large square pegboard is 29×29 pegs, so a 16×16 sprite fits with room to spare and a 32×32 one needs four boards joined together. Plan the canvas around the boards you have.
  • Distance does the blending: A finished piece is seen from a step or two away, which softens it much as a CRT did. Checkerboard dithering reads as an in-between colour from across a room, while a lone off-colour bead still reads as a speck.

Anti-aliasing translates worst. It needs in-between shades, and a bead palette often lacks the exact one; a clean stair-step in a colour that exists usually looks better than a near-miss shade.

When a drawing is finished, the pixel art editor prints it as a chart with a count of each colour, and the image to pixel art converter works the other way, mapping a picture onto a bead palette.

Hand-drawn pixel art usually makes a better bead pattern than a converted photo, for the reasons in this guide: clean outlines, few colours, and clusters instead of noise.

19

Your style, and practice

Style · Practice

Combine the art fundamentals, the pixel techniques and your own taste and the possibilities are endless. What you like, someone else may not. There is no right or wrong style, but choices made on purpose and applied consistently make everything you draw look intentional, and help it fit the world you are building.

Practice canvas · 16×16

Tools

Palette (the wizard’s colours)

Open in the pixel art editor →
1×
3×
The canvas starts with the 16×16 wizard. Change it, or clear it and draw your own; the checkered swatch is the eraser. Open it in the pixel art editor for any canvas size, undo, animation frames and PNG export.

Exercises

  1. Draw the wizard at 8×8. Which features have to stay for it to still read as a wizard?
  2. Turn on Value check and recolour the wizard with only four values, then compare it with the four-green version.
  3. Change the wizard’s black outline to an area-colour outline, or to a selective one.
  4. Draw an apple twice: once matte, once glossy.
  5. Draw the same apple at 12×12, 16×16 and 24×24.

Much of this takes years to master, and experienced pixel artists are still learning it. Do not be put off by how much there is. Enjoy the drawing — it is a craft for life.

Glossary

Silhouette
The outer shape in a single colour
Double
Two pixels forming an L at a corner of a line
Jaggies
Sharp corners from uneven step lengths
Hue / saturation / value
Colour, purity, lightness
Pillow shading
Darkening in rings from the outline
Hue shifting
Turning the hue as a ramp gets lighter or darker
Dithering
Mixing colours with a pixel pattern
Anti-aliasing
Softening steps with in-between colours
Banding
Shade layers lined up in parallel
Selective outline
An outline that describes form with AA
Cluster
A block of same-coloured pixels
Orphan pixel
A single pixel on its own

Pixel art questions

How do I start making pixel art?

Pick a small canvas such as 16×16 or 32×32, choose a limited palette of four to sixteen colours, and draw a simple object in four passes: silhouette, line art, flat colour, then shading and detail. Any pixel editor works; the practice canvas on this page and the free pixel art editor both run in the browser.

What size should pixel art be?

16×16 and 32×32 are the usual sizes for game characters and items, and 64×64 for detailed characters and portraits. Small canvases are the best place to learn, because every pixel matters there. Keep all the pieces of one project at the same scale.

What is dithering in pixel art?

Dithering places two colours in a pattern, such as a checkerboard, so that from a distance they read as a colour in between. It stretches a small palette and smooths gradients, but it adds texture, so use it on purpose.

What is anti-aliasing in pixel art?

Anti-aliasing softens the stair-steps along an edge by adding pixels whose value lies between the shape and what is next to it. A little smooths a curve; too much changes the shape, and AA placed on the background breaks when the background changes.

What is hue shifting?

Hue shifting changes the hue as well as the value along a colour ramp, usually moving shadows towards blue or violet and highlights towards yellow. It makes shading look richer than darkening a single hue.

What is pillow shading, and how do I avoid it?

Pillow shading darkens a shape in rings from its outline inwards, ignoring where the light comes from, so the object looks flat and puffy. Decide on a light direction first, then put highlights on the side facing it and shadow on the side away from it.

Can I turn pixel art into a bead pattern?

Yes. Each pixel becomes one bead, stitch or drill. Draw at the size of your pegboard (a large square Perler board is 29×29) using your bead brand’s colours, then print the chart and its colour count from the pixel art editor.

Credits

The order of the lessons and many of their ideas come from The Ultimate Pixel Art Tutorial, a video by Saultoons. Watch it for the full walkthrough. The explanations on this page are written in our own words, and every example was drawn for this page rather than taken from the video.

Pixel art tools

All guides →

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