Pixel art sizes

Which canvas to start on, what the classics used, and how to pick a game resolution that scales to every screen without blurry, uneven pixels.

Canvas size by what you’re drawing

SubjectTypical sizeNotes
Icons, UI, inventory items8×8 – 16×16Silhouette first; 3–5 colours.
Tiles (terrain, walls)16×16 (also 8, 32)Must tile seamlessly; pick one size for the whole game.
Small characters16×16 – 24×24Classic NES/Game Boy scale; big heads read best.
Detailed characters32×32 – 64×64Room for faces and hand-drawn animation.
Portraits, bosses64×64 – 128×128Needs careful clustering to avoid noise.
Scenes, wallpapers160×144 – 480×270Pick a screen resolution (below) so it scales cleanly.

Classic hardware resolutions

SystemScreenSprites
NES256×2408×8 or 8×16 hardware sprites, combined into 16×16+ characters
Game Boy160×1448×8 or 8×16
SNES256×2248×8 up to 64×64
Commodore 64320×20024×21 (12×21 in multicolour)
PICO-8128×1288×8
Game Boy Advance240×1608×8 up to 64×64

Pixel-perfect scaling calculator

Pixel art only stays crisp at whole-number scales. Enter your game’s base resolution to see the largest clean scale on a target screen, and how much border is left over.

320×180 × 6

6× largest whole-number scale

Perfect fit: no black bars.

20 × 11.25 tiles of 16 px visible.

The pattern to notice: resolutions that divide 1080 and 1920 exactly (such as 320×180, 384×216, 480×270 and 640×360) fill a Full HD screen with no bars, and 320×180 and 640×360 also scale perfectly to 720p and 4K.

Choosing your size

  • Learning? 16×16 in the editor. You’ll finish more pieces and learn faster.
  • Making a game? Pick the screen resolution first, then size characters to take roughly 1/6 to 1/10 of the screen height.
  • Converting a photo? 48–96 px wide keeps a face recognisable in the image converter.

Frequently asked questions

What is the best canvas size for pixel art?

For a single sprite, 16×16 or 32×32. Icons and items work at 16×16 or smaller; characters at 16×16 to 64×64; full scenes and illustrations at 128×128 up to about 320×180. Choose the smallest size that can show the detail you need.

What resolution should a pixel art game use?

Pick a base resolution that scales by a whole number to common screens. 320×180 and 640×360 scale perfectly to 1280×720, 1920×1080 and 3840×2160, which is why many modern pixel art games use them. 384×216 and 480×270 also divide 1920×1080 exactly.

How do I scale pixel art without blurring it?

Scale by whole numbers only (2×, 3×, 4×) with nearest-neighbour interpolation. Non-integer scales such as 2.5× make some pixels wider than others. PixelMint exports at whole-number scales for this reason.

What size were classic console sprites?

NES sprites were built from 8×8 tiles, and most characters were 16×16 or 16×32 (Mario is 16×16 small, 16×32 big). SNES characters commonly used 16×16 to 32×32. Game Boy screens were 160×144 with 8×8 or 8×16 sprites.