Every game needs a style bible
Here's what happens without one. You draw a character on Monday. Looks great. Wednesday, you make a tileset. Decent, but the outlines are thicker, the palette drifts a bit, and the shading goes from dithered to flat. By Friday you've got an NPC that looks like it belongs in a different game entirely.
Two weeks in, your project looks like a collage of four artists who never talked to each other.
That's not a hypothetical. It's the single most common visual problem in indie games, and it kills otherwise solid projects. Not because the individual art is bad — it's because the art doesn't agree with itself. A 2D pixel art game lives or dies by visual consistency, and consistency doesn't happen by accident. You need rules. A style guide.
This is that guide.
A quick history of pixel art styles in games
Pixel art wasn't an aesthetic choice in the beginning. It was a hardware limitation. And those limitations shaped distinct visual eras that still influence how we make games today.
The 8-bit era (1983-1990)
The NES could display 25 colors simultaneously from a total palette of 54. Sprites were capped at 8x8 pixels (though you could combine them). Mario's mustache exists because Shigeru Miyamoto couldn't draw a mouth at that resolution. His hat exists because hair was too hard to animate.
Every design decision in 8-bit games was a compromise with hardware, and that's exactly why the style is so distinctive. Bold outlines, minimal shading, characters reduced to their most recognizable silhouette. Mega Man is a blue circle with legs. Link is a green triangle. And you know them instantly.
The 16-bit era (1991-2000)
SNES and Genesis blew the doors open. 256 colors on screen. Sprites up to 64x64 pixels. Suddenly you could have gradient shading, anti-aliased edges, detailed backgrounds. Games like Chrono Trigger, Super Metroid, and Earthbound took wildly different visual approaches with the same hardware.
This is the era most modern indie devs romanticize, and honestly, for good reason. 16-bit pixel art hit a sweet spot: detailed enough to be expressive, constrained enough to be cohesive. There's a reason Stardew Valley's style sits squarely in this range.
GBA and the handheld bridge (2001-2006)
The Game Boy Advance was essentially a portable SNES with a brighter palette. Games like Advance Wars, Fire Emblem, and the Castlevania GBA trilogy refined 2D pixel art into something incredibly polished. The GBA era proved that pixel art wasn't dying — it was just moving to handhelds while consoles chased 3D.
Modern indie pixel art (2010-present)
Then the indie boom happened. Cave Story had already shown the way in 2004, but it was games like Shovel Knight (2014), Celeste (2018), and Dead Cells (2018) that made 2D pixel art commercially viable again. Not as a nostalgic gimmick. As a legitimate art direction.
Modern pixel art doesn't follow old hardware rules. Hyper Light Drifter uses color counts that would've melted a SNES. Eastward mixes HD rendering with pixel art characters. Owlboy spent ten years in development and has some of the most detailed pixel art ever put in a game. The constraints are self-imposed now, which means style choices matter more than ever.
Pixel art styles broken down
Not all 2D pixel art looks the same, and lumping everything into one category is a mistake. Here are the major styles you'll encounter, what defines them, and where they work best.
8-bit / lo-fi
Think NES, Game Boy, PICO-8. Hard pixel edges, tiny sprite sizes (8x8 to 16x16), extremely limited palettes (4-16 colors), and zero anti-aliasing. This style forces brutal simplicity. Every pixel earns its place.
Games that nail it: Shovel Knight, Celeste (PICO-8 version), Downwell.
Best for: game jams, mobile games, projects where you're the only artist and need to produce assets fast. The smaller your canvas, the faster you can iterate. A 16x16 character takes minutes. A 64x64 character takes hours.
16-bit / classic
The Stardew Valley zone. Sprites from 16x16 to 32x32, palettes of 16-32 colors per sprite, basic anti-aliasing on curves, dithering for gradients. Characters have readable faces. Environments can have depth. This is where most indie games land because it balances visual richness against production cost.
Games that nail it: Stardew Valley, Undertale, CrossCode, Katana ZERO.
Hi-bit / modern HD
This is where things get interesting and also expensive. Sprites from 32x32 up to 128x128 or beyond. Rich palettes with subtle gradients. Sub-pixel animation. Parallax layers. Lighting effects that would've been impossible on any retro hardware.
Hyper Light Drifter is the poster child. Gorgeous, atmospheric, and every screen looks like a painting. But the production cost is immense. Dead Cells and Eastward live here too — large, detailed sprites with fluid animation that took years to produce.
Best for: projects with dedicated artists and longer timelines. If you're a solo dev aiming for this style, be honest about your scope.
Mixed / hybrid
Some games break the rules entirely. Octopath Traveler mixes pixel art sprites with 3D environments and real-time lighting. Eastward blends pixel characters with painted backgrounds. Noita has pixel art that's also a physics simulation.
There's no law that says you have to pick one style. But you do need to define your blend clearly. "Pixel characters on painted backgrounds" is a style rule. "Whatever looks good in the moment" isn't.
| Style | Typical resolution | Colors per sprite | Production speed | Example games |
|---|---|---|---|---|
| 8-bit / lo-fi | 8x8 to 16x16 | 4-16 | Fast | Shovel Knight, Downwell, Celeste Classic |
| 16-bit / classic | 16x16 to 32x32 | 16-32 | Medium | Stardew Valley, CrossCode, Katana ZERO |
| Hi-bit / modern | 32x32 to 128x128 | 32-256+ | Slow | Hyper Light Drifter, Dead Cells, Eastward |
| Hybrid | Varies | Varies | Depends on blend | Octopath Traveler, Noita |
Resolution choices and when to use each
Your resolution is the most consequential decision you'll make. It affects every asset, every animation, every UI element. Change it mid-project and you're redrawing everything. So get it right early.
16x16
The workhorse resolution for small games. A 16x16 sprite forces you to distill a character down to its core silhouette. You can't draw a face at this size — you suggest one. Two pixels for eyes, maybe one for a mouth. The character's identity comes from shape and color, not detail.
This is genuinely harder than working at larger sizes. But it's also faster to produce, easier to animate, and the constraints breed creativity. If you're doing a game jam or your first project, start here.
32x32
The sweet spot for most indie games. You've got 1,024 pixels to work with — enough for facial expressions, distinct armor pieces, visible weapons. Characters can have personality beyond just their silhouette. Most of the pixel art styles people think of as "classic" live at this resolution.
Animation is manageable. A 4-direction walk cycle is 16 frames total (4 frames times 4 directions). You can knock that out in a few hours per character. For more on animation frame counts, there's a detailed breakdown here.
64x64
Things get serious at this size. 4,096 pixels per sprite. You can draw fabric folds, individual fingers, subtle facial expressions. The art looks stunning — and takes roughly four times longer than 32x32, not just because there are more pixels but because each frame needs more precision to look good.
Hyper Light Drifter and Dead Cells operate in this range. Both had dedicated art teams.
128x128
This isn't really "sprite" territory anymore. 128x128 is more for character portraits, large boss sprites, or splash art. The pixel count (16,384) means you're spending significant time per frame. Unless you have a specific reason to work this large — boss encounters, dialogue portraits, marketing materials — don't.
How to decide
Ask yourself these three questions:
- How many unique sprites do I need? If the answer is more than 50, go smaller.
- Am I animating these? Every doubling of resolution roughly quadruples animation workload.
- Am I the only artist? Solo devs almost always overestimate what they can produce at 64x64.
When in doubt, go one size smaller than you think you need. You can always add detail later (upscaling pixel art is trivial). You can't get back the months you spent on assets that were too ambitious.
Color theory for 2D pixel art
Color makes or breaks a pixel art game. Two projects at identical resolutions with identical drawing skill can look wildly different — one cohesive and polished, the other muddy and amateur — purely based on palette choices. Check out our full palette guide for copy-paste hex codes, but here's the theory behind why certain palettes work.
Hue shifting
This is the single most important technique in pixel art coloring. Beginners shade by adding black to darken and white to lighten. Pros shift the hue.
A shadow on a red character shouldn't be darker red. It should be a darker red-purple. A highlight on that same red shouldn't be lighter red — it should lean toward orange or yellow. This mimics how real light works (warm highlights, cool shadows) and makes your art look alive instead of flat.
Celeste does this beautifully. Madeline's red hair shifts toward deep maroon in shadows and toward bright orange in highlights. It's subtle, but it's everywhere.
Palette size matters
More colors doesn't mean better art. It means more opportunities for your palette to fall apart.
| Palette size | What it forces | Good for |
|---|---|---|
| 4 colors | Extreme economy, Game Boy feel | Game jams, tiny sprites, strong limitations |
| 8-16 colors | Strategic color reuse, cohesive feel | Most 8-bit style games |
| 16-32 colors | Room for hue shifts and variety | Most 16-bit style indie games |
| 32-64 colors | Smooth gradients, subtle transitions | Hi-bit modern pixel art |
| 64+ colors | Near-unlimited expression | Large-canvas HD pixel art, portraits |
Here's an honest opinion: if your game uses more than 32 colors per sprite, you should have a very good reason. Constraints create consistency. Stardew Valley's entire world feels like one unified place, and a big reason is the disciplined palette. Meanwhile, plenty of games with unlimited color access look like someone vomited a rainbow.
Contrast and readability
Your character needs to pop against every background they'll stand on. This is obvious and everyone still gets it wrong.
The fix is simple. Outline your sprites (1-pixel dark outline, or a slightly darker shade of the sprite's dominant color for a softer look), and make sure your character's value range (lightness-to-darkness) is distinct from the background's. Shovel Knight does this by giving every character a bright, saturated color that reads against the more muted environments. You always know where Shovel Knight is on screen.
Test this: desaturate a screenshot of your game. If you can't instantly find the player character, your values are too close to the background.
Saturation control
Beginners go fully saturated on everything. The result looks like a children's coloring book. You want most of your palette slightly desaturated, with full saturation reserved for highlights, magic effects, pickups, and other "look at me" elements.
Dead Cells nails this. The environments are moody and somewhat muted. When a glowing weapon or health potion shows up, it practically vibrates off the screen because nothing else competes for saturation.
Animation principles for 2D sprites
Animation deserves its own deep dive (and there's a full article on frame counts), but here are the style-guide essentials.
Fewer frames, better timing
A 4-frame walk cycle with good timing beats an 8-frame cycle with flat timing every single time. The secret is variable frame duration: slow anticipation, fast action, slow recovery. Shovel Knight's sword swing holds on the wind-up frame just long enough to build tension, then snaps through the strike in a single frame.
Squash and stretch still apply
Even at 16x16, you can squash and stretch. A jumping character compresses by one pixel before leaving the ground and stretches by one pixel at the peak. It's nearly invisible in isolation but removes the stiffness that makes amateur pixel art animation look robotic.
Sub-pixel animation
At higher resolutions (32x32 and up), you can create the illusion of movement smaller than one pixel by shifting color values. A character's eye can "move" without any pixel actually changing position — you just shift which pixel is the highlight. Owlboy uses this technique extensively for facial expressions.
This is an advanced technique. Don't worry about it at 16x16. But at 64x64, it's the difference between "good" and "whoa."
Consistent timing across all entities
If your player character runs at 8 frames per cycle, your NPCs should too. If enemies use a 4-frame walk cycle, all enemies should (unless the difference is intentional for gameplay — a slow boss with a 2-frame lumber versus quick enemies with 6-frame dashes). Write down your timing conventions and stick to them.
Building your style bible
A style bible doesn't need to be a 50-page document. It needs to answer six questions, and you need to answer them before you draw your second asset.
The six rules
-
Resolution: What's your base sprite size? Pick one. Every character, item, and tile should share a grid size or a clean multiple of it. If characters are 32x32, tiles should be 16x16 or 32x32, not 24x24.
-
Palette: Which colors are you using? Lock in a palette and import it into your editor. Our palette guide has ready-to-use options. Don't pick colors on the fly.
-
Outline rules: Are sprites outlined? Black outlines, colored outlines, or no outlines? Pick one and apply it universally. Mixing outlined and non-outlined sprites in the same game looks terrible.
-
Shading style: Flat (no shading), cel-shaded (2-3 tones per color), or full gradient? Dithering or no dithering? This decision ripples through every single asset.
-
Animation timing: What's your base frame duration? How many frames per action type? Write it down. Reference it constantly. There's a frame count table here if you need a starting point.
-
Proportions: Are characters 2-heads-tall (chibi), 3-heads, or realistic? What about enemy scaling — is a boss literally bigger, or just more detailed at the same size?
An example style bible entry
Here's what one actually looks like. Not fancy, just useful:
Project: Forest platformer Resolution: 32x32 characters, 16x16 tiles Palette: PICO-8 (16 colors) Outlines: 1px black, all sprites Shading: 2-tone cel shading, shadows hue-shifted cool Animation: 80ms base frame, walk 6 frames, jump 4, attack 5 Proportions: 2.5 heads tall, enemies same size as player unless boss
That's it. Twelve lines. But those twelve lines prevent ninety percent of the visual inconsistency that tanks indie projects.
Using AI for style consistency
Look, generating sprites with AI has an obvious consistency problem: every generation is a roll of the dice. Prompt the same thing twice and you'll get two different interpretations. That's not great when you need 40 characters that look like they belong in the same game.
But there are ways to make it work.
Prompt anchoring
Include your style rules directly in the prompt. Not "make a knight" — instead, "32x32 pixel art knight, black 1px outline, PICO-8 palette, 2-tone cel shading, 2.5 heads tall." The more constraints you specify, the more consistent the output. The sprite generator lets you set resolution directly, which handles the size problem automatically.
Generate then refine
The fastest workflow for consistent game assets isn't pure AI or pure manual. It's generate-then-edit. Use AI to produce a base sprite that's close to your style, then clean it up in a pixel editor to match your style bible exactly. Fix the palette, adjust the outline weight, correct the proportions. This takes minutes instead of hours.
Batch and normalize
Generate all your characters in one session, using the same prompt structure. Then do a palette normalization pass — replace all colors with your locked palette. This single step does more for consistency than any amount of prompt engineering.
When AI helps most
AI is strongest for early exploration: trying a dozen character concepts before committing to a direction, generating placeholder art that's good enough to playtest with, producing background elements that don't need frame-perfect precision. It's weakest for highly specific animation frames and assets that need to tile seamlessly.
Full disclosure: Sprite AI is our tool, and we built it specifically for this workflow. Generate at the right resolution, edit in the same app, export game-ready assets. But the generate-then-refine approach works regardless of which tool you use.
Putting it all together
A consistent 2D pixel art style isn't about talent. It's about discipline. The most visually cohesive indie games — Celeste, Shovel Knight, Dead Cells — didn't get that way by accident. They had style rules, palette restrictions, and animation conventions written down before production started.
Your style bible can fit on an index card. It just needs to exist.
Pick a resolution. Lock a palette. Define your outlines, shading, and proportions. Write it down. Refer to it every time you create a new asset. When something doesn't match, fix it immediately — style drift compounds fast.
If you're just starting out, the pixel art fundamentals guide covers the foundational techniques. If you already know what you're doing and just need to produce assets faster, try generating a few sprites and refining them to match your style bible. Either way, the goal is the same: every asset in your game should look like it was made by the same person on the same day with the same rules.
That's what a style guide gives you. Not rules for the sake of rules. Cohesion that makes your game feel real.
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