Which grid size for pixel art?

The grid decides how much detail fits and how consistent a set stays. Smaller grids are harder to draw on and easier to keep uniform.

GridGood forColours that workExports (whole-number scales)
16×16Tiny UI, map markers, item slots in dense inventories4–832, 64, 128
18×18Twitch sub and bit badges (chat size)8–1636, 72
28×28Twitch emotes at chat size16–2456, 112
32×32Game items, Discord icons, favicons, avatars1664, 128, 256, 512
64×64Roblox UI, detailed items, character busts16–32128, 256, 512
96×96 – 128×128Portraits, scenes, wallpapers32+384/768, 512/1024

Three rules

  1. Draw at the display size. If viewers see it at 18 px, draw at 18. Shrinking a 72-px drawing to 18 destroys it.
  2. Scale by whole numbers. 2×, 3×, 4× keep every pixel a square. 1.5× makes some pixels wider than others.
  3. Fewer colours. A set drawn in 16 colours matches itself. A set drawn in 200 colours does not, whoever draws it.

The presets here follow all three: each one fixes a grid, a palette size and a list of whole-number exports. You can try them on the converter with your own picture.

Questions people ask

Is 32×32 the standard pixel art size?

It is the most common size for icons and items. Characters are often 16, 32 or 48 tall; portraits and scenes go to 128 and beyond.

How many colours should pixel art use?

Enough and no more. 4 to 8 for tiny grids, 16 for icons, 32 for portraits. The limit is what makes a set look consistent.

Can I scale pixel art without blur?

Yes, with nearest-neighbour scaling by a whole number. Most image tools call it “nearest” or “pixelated”.