Learning how to make pixel art on ibis paint mostly means changing three defaults: the canvas size, the brush’s anti-aliasing and the way you scale the finished image. ibisPaint X is built for smooth, painterly illustration, so out of the box it softens every edge. Fix those settings and it becomes a capable pixel editor that fits in your pocket, good enough to draw characters, items and tiles for a real game.
This guide walks through the setup, a worked 32×32 sprite, the reasons your art goes blurry, how to export it so it stays crisp in a game engine, and what to do when you start from AI art instead of a blank canvas.
Should you use ibisPaint for pixel art?
Pixel art is digital art where each individual pixel is placed deliberately, usually on a small canvas with a limited palette. It does not need a special program. What it needs is a tool that puts down exactly one hard-edged colour where you tap, with no blending into the neighbours.
ibisPaint can do that. Its strengths for pixel work:
- Layers. Keep outline, base colours, shading and highlights apart so you can fix one without breaking the others.
- Custom canvas sizes. You can make a canvas as small as a game sprite needs.
- Eyedropper and fill tools. Fast colour picking and flat fills, which is most of the work in pixel art.
- Touch and stylus input. Placing pixels with a stylus on a tablet feels natural.
Its weaknesses: no built-in timeline for sprite animation and no sprite sheet export. A sprite is a 2D image composited into a game scene (see sprite in computer graphics), and a sprite sheet is one image holding many sprite frames in a grid. You can draw every frame in ibisPaint, but you will build the sheet elsewhere or let your engine load the frames. For single sprites, icons, portraits and small tiles, it is a perfectly good choice.
How to make pixel art on ibis paint: the setup
Most of what you need to know about how to make pixel art on ibis paint is in this section. Get the settings right once and every drawing after that is just practice.
1. Create a tiny canvas
From My Gallery, create a new canvas and pick a custom size in pixels. Good starting sizes for games:
| Canvas size | Good for | Difficulty |
|---|---|---|
| 16×16 | Items, coins, small enemies, tiles | Easiest, every pixel counts |
| 32×32 | Player characters, standard tiles | The best place to start |
| 64×64 | Detailed characters, bosses, portraits | More shading work |
| 128×128 and up | Splash art, large scenes | Slow, closer to illustration |
The canvas size is the art. A common beginner mistake is to open a 1080×1080 canvas and draw “pixel style” with a big brush. That gives you blocks that don’t line up with any grid, and the result looks fuzzy the moment it is resized.
2. Set up a hard 1 px brush
Open the brush tool and choose a hard pen. ibisPaint’s brush list includes pixel-style pens; whichever you pick, set:
- Thickness: 1 px.
- Anti-aliasing: off. Anti-aliasing adds semi-transparent in-between pixels along an edge to make lines look smooth. In pixel art, those extra pixels are noise.
- Stabilisation: zero. Stroke smoothing drags the line away from where your finger is, which you don’t want when placing single pixels.
- Opacity: 100%.
Test it: zoom in and tap once. You should get exactly one square of solid colour. If you see a faint halo, anti-aliasing is still on somewhere.
3. Fix the fill and eraser too
The bucket fill has its own anti-aliasing setting; turn it off, or your fills will leave a light fringe against outlines. Set the eraser up the same way as the brush: 1 px, hard, no anti-aliasing.
4. Pick a small palette
Choose 8 to 16 colours before you start and save them as a palette. For each material (skin, metal, cloth), pick a ramp of three to five shades going from dark to light. A limited palette is what makes pixel art read as a coherent style rather than a shrunken painting.

Worked example: drawing a 32×32 slime sprite
Here is how to make pixel art on ibis paint from a blank canvas to a finished game sprite. The subject is a classic slime enemy, because it is forgiving and teaches outline, fill, shading and highlight in one go.
- Set up layers. Create four layers named Outline, Base, Shade and Highlight. Keep the background transparent so the PNG exports with no box around it.
- Block the silhouette. On the Outline layer, draw a dome shape about 24 pixels wide and 18 tall, sitting on the bottom of the canvas. Use your darkest colour, not pure black: a dark green or navy reads better.
- Clean the curves. Curves in pixel art are built from steps. A smooth curve uses step lengths that change gradually, such as 4, 3, 2, 1, 1. Look for “jaggies”: single pixels that stick out or steps that break the pattern, and delete them.
- Fill the base. On the Base layer, flood-fill inside the outline with your mid green. With fill anti-aliasing off, the fill stops cleanly at the outline.
- Add shading. Choose a light source, top-left is the convention. On the Shade layer, paint a band of darker green along the bottom-right edge, two or three pixels thick.
- Add highlight. On the Highlight layer, place a small cluster of your lightest green near the top-left, plus one or two near-white pixels for a wet shine.
- Add eyes. Two 2×3 dark rectangles with a single white pixel each. On a 32×32 sprite, a face is only a few pixels, so make each one count.
- Check at 1x. Zoom out to actual size. If the slime doesn’t read as a slime at that size, the silhouette needs work, not more detail.
Blending colours without blur
Blending in ibisPaint usually means a blur or smudge brush. Don’t use them in pixel art; they create dozens of new colours and soften every edge. Blend by hand instead:
- Stepped ramps: place shades as neat bands, one next to the other.
- Dithering: a checkerboard of two colours where they meet, which the eye reads as a mix. Use it sparingly on small sprites.
- Selective outlines: colour the outline lighter where light hits it, so the sprite looks less like a sticker.





