Skip to content

Pixel Art Image Converter

Turn a photo into pixel art. Choose the grid size and how many colours to allow, and watch it change as you drag. Nothing is uploaded.

Updated May 2026 · Free · Works entirely in your browser

Why pixel art is a downscale, not a filter

A blur filter or a mosaic effect leaves the image at full resolution and makes it look blocky. Real pixel art has genuinely few pixels, each one placed deliberately. Converting a photo properly means actually throwing the resolution away — shrinking the picture to a small grid so the browser averages fine detail into single pixels — and only then scaling it back up for display with smoothing switched off, so every pixel stays a crisp square.

That ordering matters. Upscaling with smoothing on gives you a blurry mess; upscaling with it off gives you the hard edges the style depends on.

Choosing a grid size

Grid widthReads asWorks for
16-24Extremely abstractIcons, logos, single bold shapes
32Classic chunky spriteSimple subjects, strong silhouettes
48-64Recognisable but clearly pixelatedPortraits, pets, most photos — start here
96Detailed pixel artScenes with more than one subject
128+A slightly blocky photographWhen you want the hint rather than the style

Pick the right photo

At 64 pixels wide you have roughly 4,000 pixels to tell the whole story — about the same as a postage stamp held at arm's length. Photographs that survive that reduction share three things: a single clear subject, a simple background, and strong contrast between the two. A portrait against a plain wall works beautifully; the same face in a crowded street does not.

  • Crop tight before converting. Every pixel spent on background is a pixel not spent on the subject.
  • Prefer side-lit or backlit subjects — the shape reads even when the detail is gone.
  • Raise contrast and saturation. Both survive downscaling better than fine texture does.
  • Avoid busy patterns. Stripes and small repeating textures alias badly at low resolution.

The colour limit is the retro part

Old hardware could not show many colours at once, and that constraint is a large part of why pixel art looks the way it does. The original Game Boy managed four shades of green. The NES could show 25 colours on screen at a time from a fixed palette of 54. Artists worked within those limits and developed techniques — dithering, careful ramps of three or four shades per object — that became the visual language of the medium.

Dropping the colours-per-channel slider to 4 or 6 reproduces a lot of that feeling. Leaving it high gives you blocky pixels with modern colour, which is a different and perfectly valid look — just not a retro one.

If you want the blocks but none of the palette reduction — each square keeping its true average colour, the classic mosaic or censor effect — use Pixelate Image instead. And to enlarge finished pixel art without blurring it, the image upscaler has a nearest-neighbour mode that keeps every pixel square.

Save it as PNG

Pixel art is the worst possible case for JPEG. JPEG works by discarding high-frequency detail, and an image made entirely of hard edges between flat colours is nothing but high-frequency detail. You get grey ringing around every single square, which is immediately visible and impossible to remove afterwards.

PNG stores every pixel exactly, and because the image is large blocks of identical colour, its compression works extremely well — a pixel-art PNG is often smaller than the JPG would have been anyway.

Frequently Asked Questions

Everything you need to know about image conversion.

Two steps. The picture is shrunk down to a small grid — say 64 pixels wide — which averages away the fine detail, and then blown back up with nearest-neighbour scaling so each of those pixels becomes a hard-edged square instead of a blur. Reducing the number of colours on top of that is what gives the result its retro character.

32 or 48 pixels wide reads as chunky, obviously-retro art and works for simple subjects. 64 to 96 keeps a face recognisable. 128 and above starts to look like a slightly blocky photo rather than pixel art. Start at 64 and move in whichever direction the subject needs.

Too much going on. Pixel art has very few pixels to work with, so a busy background competes with the subject and everything blurs into noise. Crop tightly to one clear subject first, prefer photos with strong shapes and good contrast, and raise the contrast slider.

It quantises each colour channel to a fixed number of steps, so instead of 16.7 million possible colours you get a small palette. Old hardware forced this — the NES managed 25 colours on screen — and it is a large part of why the look reads as retro.

PNG, always. Pixel art is nothing but hard edges between flat colours, which is the exact case JPEG handles worst — you will get grey fringing around every square. PNG stores it exactly and, because the image is mostly large blocks of identical colour, the file is small anyway.

No. The downscale, the colour reduction and the upscale all happen on a canvas in your own browser. The file never leaves your device.