Learn
How pre-rendered pixel art works, and the words pixel artists use, explained with sprites.
3D to pixel art: the complete guide
From model to sprite sheet: the whole pipeline, step by step
Terms and techniques
Selout: selective outlines
Outlines coloured by the shape they surround, not plain black
Dithering
Patterns of two colours that blend into a third
Mixels
Pixels of different sizes on one screen, and how to avoid them
Hue shifting
Shadows that cool and lights that warm, not just darker and lighter
Palette ramps
Short runs of colours, dark to light, for each material
Sub-pixel animation
Movement smaller than one pixel, made by shifting edge colours
Isometric pixel art
The 2:1 grid, why it is used, and the camera angles behind it
Sprite sizes
16, 32, 48 or 64 px: tiles, characters and whole-number scaling
Outlines
Silhouette, inner lines and creases; dark or coloured
Pre-rendered sprites
2D frames rendered from 3D models before the game runs
Hands on
Tutorials walk through real projects, with sample files. The manual covers every setting.