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
Filterto Off on all pixel art textures - In Project Settings: set
Rendering > Textures > Default Texture Filterto Nearest - Use
Camera2Dwith 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: truein 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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