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Exporting Pixel Art Assets for Godot, Unity, and Phaser

Exporting Pixel Art Assets for Godot, Unity, and Phaser

Donald Cjapi·

The Golden Rule

Never scale pixel art with anti-aliasing. Every game engine defaults to bilinear filtering, which blurs pixel art into a mushy mess. The first thing you must do in any engine is set texture filtering to Nearest Neighbor (also called Point filtering).

Godot

  • Import settings: set Filter to Off on all pixel art textures
  • In Project Settings: set Rendering > Textures > Default Texture Filter to Nearest
  • Use Camera2D with integer zoom values (2x, 3x, 4x)

Unity

  • Texture import: set Filter Mode to Point (no filter)
  • Set Compression to None for clean pixels
  • Pixels Per Unit should match your tile size (16 for 16x16 tiles)
  • Use a Pixel Perfect Camera component

Phaser

  • Set pixelArt: true in your game config — this handles filtering automatically
  • Use scene.textures.addSpriteSheet() for animated sprites
  • Piktor exports sprite sheets in an 8-column format that works directly with Phaser's frame system

Universal Export Tips

  • Always export as PNG (lossless, supports transparency)
  • Export at 1x resolution — let the engine handle scaling
  • Use power-of-two dimensions when possible (16, 32, 64, 128, 256)
  • Include a 1-2px transparent border around sprite sheets to prevent bleeding
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