
Explore an ever expanding pixel art curriculum with weekly lessons and end-of-section letters marking beginner, intermediate, and advanced paths, emphasizing practice—spend at least 15 minutes per challenge.
Explore the 2024 update for pixel art tooling, focusing on Aseprite and its new tilemap features. Compare alternatives like Pyxel Edit, Pixel Studio, Piskel, and Photoshop to choose the workflow.
Compare free and paid pixel art software for sprites, animations, and tiles, highlighting Piskel, Aseprite, and Pyxel Edit.
Learn to set up Photoshop for pixel art, use the pencil tool for hard pixels, manage layers and animation timelines, and recognize Photoshop's place in pixel art.
Learn to use Pyxel Edit for pixel art, tiling systems, and tile-based animations, including creating single image documents or tiled canvases, color palettes, and essential tools.
learn how to use Aseprite for pixel art, covering the pencil tool, selections, color palettes, animation with layers and frames, onion skin, and tiled mode.
Master aseprite's tilemap feature by creating a 16 by 16 map layer, selecting tile palettes, and drawing with manual, modify existing, or modify and reuse modes to build tile sets.
Explore Piskel, a free online pixel art tool that runs in the browser or as a desktop app, and master its tools, palettes, layers, frames, and animation.
Learn to create clean lines and shapes in pixel art, a core and fundamental skill for pixel artists. Practice with clear, concise guidance to develop proficiency.
Master pixel art lines by using simple ratios for straight lines, including horizontal, vertical, and diagonal. Clean curved lines by smoothing corners and removing jaggies to achieve smoother edges.
Practice two freehand line exercises in pixel art, mastering straight and curved lines on a 50 by 50 canvas without using software line tools, and share progress in the discussion.
Master pixel art shapes by building circles at multiple resolutions through erasing edges and refining from squares; practice to achieve rounded circles at varying sizes.
Practice pixel art shapes by drawing circles, squares, and rectangles at various sizes and angles under 45 degrees, then create real life objects using only 2D shapes and lines.
Explore value, contrast, and negative and positive space in pixel art, and learn shading basic geometric shapes with normal shadows and dithering. Complete a practical challenge to expand your skills.
Explore values as the darkness or lightness of a color and learn how contrast, the difference between colors on the value spectrum, enables foreground and background differentiation in games.
Explore positive space and negative space, where the object defines positive space and everything else is negative. Learn how perception varies and design with intention.
Explore the five basic 3d shapes—cubes, spheres, cylinders, cones, and pyramids—and master shading techniques with shadows, lights, and highlights to create convincing 3d forms on a 2d screen.
Shade a simple cube by locating a top-left light source and applying five grayscale tones on its faces, from white to black, using the provided template. Next, shade a sphere.
Shade a sphere in pixel art by crafting rounded shadows that follow the sphere's curve, using a one-side-to-the-other replication technique. Apply shadow tone, midtone, and highlights to enhance the illusion.
Shade a cylinder by combining cube and sphere techniques, with light from the top left creating highlights and a gradient shadow along the bottom right.
Master shading a cone by following its curvature, using shadows and highlights, and blending techniques from cylinder and sphere to convey its tapered form.
Shade a pyramid by treating its flat faces as straight planes, apply a shadow tone to the right face, a light tone on the others, and place middle highlights.
Explore dithering in pixel art to create gradients when working with limited color palettes, using checkerboard patterns to blend two colors and enhance shading.
Practice shading five geometric shapes under various light sources to build pixel art shading skills; explore angles from top left to behind, observe edges, highlights, and 3-D form.
Explore shading fundamentals using shadingreference.com to practice sphere and cube shapes, adjust light source orbit, and use toon shading with five shades to build three-dimensionality in pixel art.
Explore color fundamentals, including hue, saturation, and value, and learn basic color theories and harmonies, build your own palette, craft textures, and apply textures to 2d geometric shapes.
Learn how hue, one of the three key color properties, differs from color itself, and how hue, saturation, and value guide digital and printing color choices from rgb to cmyk.
Learn that saturation is the color's intensity, and desaturation occurs by adding the opposite color on the color wheel (cyan) toward gray, not by adding white or black.
Explore color value in pixel art by understanding how black and white tints shift a color from dark to light, with examples using red.
Explore how digital color theory uses rgb additive colors and practical cmyk subtractive printing, from primaries red, green, blue to magenta, cyan, yellow, and black, and how this informs palettes.
Explore color harmony and learn three key techniques: analogous, monochromatic, and complementary. Use desaturation to balance complementary colors, master contrast, and build cohesive palettes for pixel art.
Learn to craft color palettes using hue shifting to create natural shadows and highlights with hue, saturation, and lightness, instead of simple darkening or black overlays.
Learn to create a simple wood texture for 32x32 pixel planks using shadows, highlights, and hue shifts. Experiment with colors, grain direction, and applying texture to 2D shapes.
Learn to create a blue-hued metal texture by building a metal plate with a flat top, shadows, highlights, and reflection streaks that follow the top-left light.
Apply textures to shapes to create wood-like textures, shading with mid-tones, shadows, and highlights, add bark textures and dithering for depth and realism in pixel art.
Create and apply metal and wood textures to a variety of 3d objects, experimenting with different textures on different shapes, while relaxing and having fun.
Learn simple pixel art basics by creating objects from geometric shapes and exploring reflections on bottles, with multiple object examples and a beginner-friendly challenge to polish skills.
Explore shading by composing objects from simplified geometric shapes, such as spheres for apples and cylinders for limbs, then translate that approach into creating various objects.
Create a 32 by 32 pixel orange with shadows, mid-tones, highlights, and a leaf, using a circle brush and hue shifts for shadows instead of black with alpha.
Learn to create a pixel art potion bottle: a blue glass cylinder with a cap, highlighted and shaded for translucency, then add liquid in red, blue, or yellow.
Draw a simple book using two-dimensional cube geometry, outlining the cover and pages, then color with blue and yellowish paper tones. Experiment with black or red variants to imagine tomes.
Create a simple pixel art arrow on a new layer, shaping the body, feathers, and tip with blue hues against a desaturated red background. Explore size and animation in games.
Learn to draw a simple sword by outlining its three parts—handle, guard, and edge—then explore diagonal and straight swords, shading, reflections, and blue desaturated metal highlights.
Design a simple handgun by forming the handle, barrel, and trigger, then color with metal blues and subtle highlights. Explore futuristic guns with neon lights and saturated colors.
Practice transforming real-life objects into pixel art within a 32 by 32 canvas. Simplify to essential details for recognizability and post your results in the discussion panel for feedback.
Explore tiles and tiling systems, learn to create your own tiles and tile sets, and rapidly generate diverse maps for your game.
Discover how tiles accelerate 2D game design for RPGs and platformers by creating repeatable 16 by 16 patterns, enabling fast world building with tile sets.
Create 16 by 16 pixel tiles on 100-tile canvas and learn to fix seams using overlap, or by cutting tiles into four parts and swapping positions to create seamless patterns.
Create a simple grass tile in Pyxel Edit, learn to replicate it into a tile set, apply shading with mid-tones and highlights, and fix seams for consistent tile alignment.
Learn to create a simple dirt tile using three colors—midtone, shadow, and highlight—balancing shadows, adding tiny rocks, and refining seams for depth and tile cohesion.
Create a simple water tile in blue, add shadows and highlights, and depict waves with grid-based tiling, illustrating sun from the top-right for RPG and top-down shooter styles.
Create a beginner-friendly, working tile set from scratch by building a central plus pattern, then rotate tiles to ensure seamless edge connections for top-down RPGs.
Create your own tiles and tile sets, avoid seams, and build a big canvas to craft a simple map. Share your progress in the discussion panel.
Learn to create simple pixel art backgrounds, use colors and shapes to add depth, and simulate water reflections, with a final challenge to sharpen your skills.
Create a blue monochromatic background on a 60 by 40 canvas using a five-color palette in Aseprite, defining sky, water, land, a moon with reflections to guide depth and horizon.
Explore how shadows, colors, and shapes create depth in backgrounds by varying detail with perspective. Learn to use layered atmosphere, contrast, and shading for distant elements and low-resolution scenes.
Learn to create water reflections by copying surrounding shapes onto a water layer, flipping them vertically, and lowering opacity (about 73%), with optional distortion or gentle waves.
Practice drawing images for pixel art by using reference images, simplifying at the smallest resolution and color palette; study how distance and environment affect color, lighting, and detail.
Learn to draw pixel art characters across 8x8, 16x16, and 32x32 canvases, and complete a challenge to polish skills at different resolutions.
Create an 8x8 pixel art character on a tiny canvas, using simple eyes and a body with optional arms, armor, or a shield, plus a lighter background for clarity. Explore quick variations—from gnome to knight and wizard—to build fun, low-res characters and preview 16x16 next.
Create a 16x16 pixel art character using only shapes, starting with an 8-head proportion guideline to define a simple head, neck, and body for a platformer view. Experiment with color and attire—skin tones, sleeves, masks, or accessories like swords—while keeping features minimal and avoiding facial details on the 16x16 grid.
Create 32x32 pixel art characters using an 8-head guideline, exploring diverse bodies, clothing, and colors on a 1024-pixel canvas, beginner-friendly and all about layering, erasing, and having fun.
Create ten 8x8, ten 16x16, and ten 32x32 pixel art characters to practice, and post them in the discussion panel for feedback.
Explore what animation is by creating simple animations and demonstrating walk, run, and attack motions on 8x8, 16x16, and 32x32 pixel characters with motion blur.
Discover what animation is by combining static frames to create the illusion of movement in pixel art. See frame-by-frame changes produce motion while the background stays the same.
Create a 32x32 canvas with a non-animated background and an animated grass layer. Frame-by-frame wind from right to left bends the grass, then it bounces back for platformers.
Practice moving a simple geometric object from earlier challenges by shifting it left, right, up, and down, then rotate it to explore animation basics and build comfort in your software.
Create a simple 8x8 pixel art walk cycle with four frames, featuring idle poses and opposite arm and leg movement, and preview a basic attack animation.
Create a simple 8x8 attack animation by defining keyframes from idle pose with a shield and sword, using one-frame anticipation and motion blur for a snappy, responsive action.
Master a 16x16 pixel walk and run cycle using four key poses, contact, down, passing, and up, repeating on the opposite leg, with a reference PNG.
Learn to build a 16x16 pixel art character attack animation with motion blur, two attack frames, and how anticipation frames are skipped at higher resolutions for different game styles.
Learn to create fluid 32x32 pixel art walk and run cycles using four key poses: contact, low, passing, high, and an eight-frame cycle that scales to any character size.
Create motion blur for a 32x32 pixel character attack using curved and straight arcs, frame duplication, and color variation to convey speed across multiple frames.
Practice creating walk and run animations for 8x8, 16x16, and 32x32 pixel characters by selecting three per resolution and adding attack animations to share progress.
Learn to design a cohesive color palette and build platformer tiles, backgrounds, and details; animate the character and enemy, create traps, explore platform variations, and complete a platformer mock-up challenge.
Create a cohesive color palette by fixing the darkest shadows and brightest highlights across all objects, using hue shifting, atmospheric blue, and tile-ready color choices.
Create cohesive platformer tilesets using a single color palette, mastering outlines, shadows, and top-down light to shape grass and earth tiles. Explore efficient tiling for quick level design.
Create a simple platformer background by layering a cohesive sky, water, and cloud highlights behind the detailed foreground, using shared shadow tones for seamless blending.
Add foreground details to your platformer mockup using a cohesive color palette with trees and grass, mastering shading, outlines, and asymmetry for richer pixel art.
Design a simple 2D platformer character for a vibrant map using a cohesive color palette and bold black outlines to ensure the character pops from the background.
Create a four-frame walk cycle for a 2d platformer character, inspired by Megaman, with contact and passing poses. Include an idle blink and adjust frame durations for snappy action.
Design attack, damage, and death animations for a platformer character using squash and stretch, SFX layering, and 200 milliseconds attack timing.
Design a slime enemy using the environment's cohesive palette with black outlines, white eyes, and angry eyebrows; animate with shading and Aseprite attack frames to pop from the background.
Learn to create a platformer enemy with movement, attack, damage, and death animations using squash and stretch, plus anticipation frames for enemies to deliver clear, predictable gameplay.
Design platformer traps by creating spikes and cannons with activation states, sized to the player's jump height, and enhanced with visual cues, shading, and outlines for clear visibility.
Finish the platformer mockup by arranging tiles and scenery on a grid, add ladders and one-way platforms, and place grass, trees, and enemies to preview gameplay.
Explore how different platformer perspectives create visual depth, from straight-on shading to layered parallax techniques. Compare Super Mario and Slain to see layered depth.
Create a platformer mockup concept art with at least one character and one enemy, plus diverse tiles and a color palette, then share it.
This course teaches everything about pixel art for video games. From the very basics to the advanced techniques. Students will learn about lines, shapes, color theory and harmony, creating a color palette, designing characters, backgrounds, items, making animation and even how to start freelancing. You will also learn a lot about game design principles and how art is connected with game design.
If you are new to art (or pixel art) or want to create better art for your indie game then this course is for you.
This course is always growing with new lessons. If there is a topic that you would like me to cover, you can message me and I will make it. I am on Udemy and Discord server every day and I also stream on Discord every month so you can easily get into contact with me.
By purchasing this course you get a LIFETIME access to this course, including all future updates. The course started with only 60 videos, now it's over 200. And there are more videos in the making!
I am available every day on Udemy and Discord - to give you feedback, to help you overcome your limits, to help you become a better artist in fun and relaxing way. I'm here for you every step of the way if you need me.
Discord (3000+ members) also provides certain benefits once you reach a certain role on the server such as getting access to exclusive channels. The wonderful community there also provides a place for you to share your work, get feedback or even just hang out and chill with people of similar interest!
Connect and work with other people on game jams (if you want). Yes, even if you want to find game coders and music compositors (or if you're one who's looking for an artist)!
This course has 3 big parts: beginner [B], intermediate [I] and advanced [A]. Each section is marked with a letter inside square brackets at the end of it's title with corresponding difficulty.
This course will strengthen your foundations in art and pixel art. It will build your confidence in your art and give you the information you need to continue improving your pixel art and start making money.
By the time you finish the course, you will already have a portfolio for different game genres with practical game design.
Languages and subtitles: entire course is available in multiple languages. English subtitles have been manually reviewed, fixed and they work properly. Please note that other languages for subtitles have been auto-translated from English language. While I'm aware it's not a perfect solution, it should be of great use.
Current videos in the making:
Topics for Q2 2026 - Finishing and releasing demo on Steam for my game Jancer + expanding existing sections with showcases of pixel art principles applied in Jancer