Create pixel art animations frame-by-frame — export as GIF or sprite sheet
Last updated: March 2026
The Sprite Animator is a free browser-based tool for creating pixel art sprite animations frame by frame. It is built specifically for game developers and pixel artists who need to animate characters, items, effects, and UI elements for 2D games — then export as sprite sheets or animated GIFs.
Every indie game needs animated sprites: walk cycles, idle animations, attack sequences, death animations, and environmental effects. This tool handles all of them. Draw on grids from 8×8 to 64×64, use onion skinning to keep motion smooth, choose from retro-accurate palettes (NES, Game Boy, PICO-8), and export sprite sheets that import directly into Unity, Godot, GameMaker, and Phaser.
Choose your grid size. Match it to your game’s art style. 16×16 is the classic size for platformer characters and items. 32×32 gives you more detail for RPG-style sprites. 48×48 and 64×64 work for bosses, detailed NPCs, or portrait-style sprites.
Draw the key frame first. This is typically the neutral or resting position of your character. Get the proportions and colors right before you start animating. Use the PICO-8 or NES palette for authentic retro style.
Duplicate and modify. Click “Duplicate” to create a copy of your current frame. Make small changes — shift a leg forward, raise an arm, blink an eye. Each frame should differ only slightly from the previous one. A typical walk cycle uses 4-8 frames.
Enable onion skinning. This shows the previous frame ghosted at low opacity behind your current drawing. It is the single most important feature for smooth animation — you can see exactly where things were and adjust accordingly.
Preview and adjust FPS. Hit play to see your sprite animate in the preview window. 8 FPS is standard for pixel art. Adjust up or down until the motion feels right. Use the step buttons to check individual frames.
Export for your engine. Click “Download Sprite Sheet” to get a horizontal strip PNG with all frames side by side. In Unity, set Sprite Mode to Multiple and slice by cell size. In Godot, use AnimatedSprite2D. For sharing online, export as an animated GIF at 4× or 8× scale.
Idle animation (2-4 frames): Subtle breathing or blinking motion. Keep changes minimal — the character should look alive but not distracting. Two frames with a slow FPS (4-6) works well.
Walk cycle (4-8 frames): The foundation of character movement. Start with the contact pose (foot forward), then passing, up, and down positions. Four frames is the minimum for a readable walk; six to eight looks polished.
Attack animation (3-6 frames): Anticipation (wind-up), action (strike), and recovery frames. Make the action frame hold the most extreme pose. A fast FPS (10-12) sells the impact.
Effects and particles (3-8 frames): Explosions, sparkles, dust clouds. These often loop once rather than continuously. Use transparent backgrounds so the effect composites cleanly over your game scene.