If you want to know how to make pixel art in Tomodachi Life, the short version is this: switch your brush to a square pixel tip so the canvas behaves like graph paper, prepare a small reference image with a limited set of colours, and copy it across one square at a time. The game does the drawing part; the real skill is in the reference you copy from and the order you fill it in.
This guide walks through the in-game setup, three ways to build a grid reference from any picture (including a short browser script you can run yourself), the mistakes that waste hours, and what to do if you catch the pixel-art bug and want to turn your designs into sprites for a real game.
What pixel art in Tomodachi Life actually is
Pixel art is digital art built from individual pixels as the only building block, placed on purpose rather than painted with soft brushes. A pixel is the smallest element of an image you can control on its own, so pixel art is really about deciding the colour of each tiny square.
In Tomodachi Life: Living the Dream, custom designs are made in the Palette House pattern editor. By default the brushes behave like a normal painting app, with round tips that blend at the edges. The trick the community settled on is simple: pick your brush, set it to square and to pixel, and each tap fills exactly one hard-edged square. At that point the canvas behaves like a pixel grid, and copying a design from a reference becomes a counting exercise instead of a freehand one.
That gives you two separate jobs:
- The reference: a small image where every square is already decided, ideally with a handful of colours.
- The copy: transferring that reference into the game, square by square, in a sensible order.
Most frustration with Tomodachi Life pixel art comes from skipping the first job and trying to eyeball a detailed picture straight onto the canvas.
How to make pixel art in Tomodachi Life, step by step
Here is the full process for how to make pixel art in Tomodachi Life, from a blank canvas to a finished design.
- Open the pattern editor and set the brush. Choose your brush, set the tip to square, and switch it to pixel mode. Tap once on an empty canvas and check you get one crisp square with no soft edge. If you see blending, the tip is not set to pixel yet.
- Note the canvas size. Count how many squares fit across and down. Your reference has to match this exactly, otherwise you will be squashing or stretching it in your head while you copy, which is where errors creep in.
- Prepare a reference at that size. Use a converter, a pixel-art tool, or the script further down to shrink your picture to the same grid with a limited palette. Keep it open on a phone, tablet or laptop next to your Switch.
- Match your colours first. Before placing anything, pick the closest in-game colour for each colour in your reference and make a small list. Deciding colours once saves you from re-deciding on every square.
- Fill the largest colour areas first. Lay down the biggest flat areas (skin, hair, background shapes) one colour at a time across the whole grid. Working colour by colour is faster than working square by square because you only switch colours a few times.
- Add detail colours. Eyes, shading, highlights and small accents go in next. These are the squares that make the design read as the character.
- Outline last. Dark outlines go on top at the end, so you can fix the shape without repainting the fill underneath.
- Step back and compare. View the whole design at normal size and compare it with your reference. Single wrong squares stand out more at a distance than up close.
That is the whole method. Everything else in this guide is about making step 3 easier and faster.

Turning any picture into a pixel grid reference
A good reference is small, flat and low in colour. You have three practical ways to get one.
Option 1: A Tomodachi Life pixel art converter
The best-known community helper is Living the Grid, a browser tool that maps an uploaded image onto a recreation of the Palette House custom pattern grid. You upload a picture and it gives you a grid view that lines up with the in-game canvas, which is why so many first-timers start there. Its own guide for anime characters gives sound advice: begin with clear reference art such as official key visuals or merchandise art, not blurry screenshots.
The limitation is the same for every converter: it does not write to your Switch. You still place every square by hand, so the cleaner the converted output, the less time you spend fixing it.
Option 2: Draw the reference yourself
If you already know how to make pixel art in another app, you can draw the reference there at the exact canvas size, using only colours you know the game has. This gives the cleanest result because every square is a deliberate choice. If you have never done it, our guide to making pixel art on Ibis Paint covers grid setup and brush settings on a tablet.
Option 3: Build your own grid helper in the browser
If you like tinkering, you can build a basic converter in a single HTML file. This script loads an image from your computer, shrinks it to a grid using nearest-colour sampling (no blur), reduces the colours, and draws an enlarged view with grid lines and a colour count. Set GRID to your canvas size.
<!doctype html>
<html>
<body>
<input type="file" id="file" accept="image/*">
<p id="info"></p>
<script>
const GRID = 32; // squares per side: match your in-game canvas
const SCALE = 16; // on-screen size of each square
const LEVELS = 4; // colour levels per channel (4 gives at most 64 colours)
document.getElementById("file").addEventListener("change", (e) => {
const file = e.target.files[0];
if (!file) return;
const img = new Image();
img.onload = () => {
// 1. Shrink to the grid with smoothing off, so squares stay hard-edged
const small = document.createElement("canvas");
small.width = GRID;
small.height = GRID;
const sctx = small.getContext("2d");
sctx.imageSmoothingEnabled = false;
sctx.drawImage(img, 0, 0, GRID, GRID);
// 2. Reduce colours by snapping each channel to a few levels
const pixels = sctx.getImageData(0, 0, GRID, GRID);
const d = pixels.data;
const step = 255 / (LEVELS - 1);
const colours = new Set();
for (let i = 0; i < d.length; i += 4) {
for (let c = 0; c < 3; c++) {
d[i + c] = Math.round(Math.round(d[i + c] / step) * step);
}
colours.add(d[i] + "," + d[i + 1] + "," + d[i + 2]);
}
sctx.putImageData(pixels, 0, 0);
// 3. Draw an enlarged copy with grid lines for easy counting
const view = document.createElement("canvas");
view.width = GRID * SCALE;
view.height = GRID * SCALE;
const v = view.getContext("2d");
v.imageSmoothingEnabled = false;
v.drawImage(small, 0, 0, view.width, view.height);
v.strokeStyle = "rgba(0, 0, 0, 0.3)";
for (let i = 0; i <= GRID; i++) {
v.beginPath(); v.moveTo(i * SCALE, 0); v.lineTo(i * SCALE, view.height); v.stroke();
v.beginPath(); v.moveTo(0, i * SCALE); v.lineTo(view.width, i * SCALE); v.stroke();
}
document.body.appendChild(view);
document.getElementById("info").textContent =
colours.size + " colours in this reference";
};
img.src = URL.createObjectURL(file);
});
</script>
</body>
</html>
Two settings matter. Turning imageSmoothingEnabled off is what keeps the squares crisp; with it on, the browser blends neighbouring pixels and your reference turns muddy. Lowering LEVELS to 3 cuts the palette hard, which is usually what you want for in-game copying. If the colour count still reads high, crop your source image tighter around the subject and try again.
This script is a starting point, not a finished tool: it does not clean up stray single pixels or add outlines, and those are the parts that make converted art look hand-drawn.





