[a raven with a glowing green eye. There is a sign that says \\"What is pixel art?\\". The raven is standing in a field with mountains in the background](
I've seen a few posts over the past couple months where people get into some arguments about what pixel art is and its always kinda silly to me, so as someone whos been a professional pixel artist for a bit over 7 years, and who runs a company based around AI pixel art, I wanted to make a comprehensive post for people who are interested, and that I can refer to in the future.
Lets start with the main thing: what is pixel art?
Pixel art is any artwork that uses squares of consistent sizes with intentionally limited colors and placement to create an image. This is a pretty broad definition and there are a lot more strict requirements that some pixel artists would place on it, but thats the basics of it. Personally I like to add in the requirement that it uses fundamental pixel art techniques, such as "perfect lines", dithering, and limited anti-aliasing.
[Pixel art techniques](
Essentially its all about limitations. Resolution limits, color limits, and style limits. This amount of restriction is what gives pixel art its unique look.
Some things typically avoided in the modern interpretation of pixel art: partial transparency (it causes color blending), glow effects, blurring of any kind, and noise (random pixels, or too much detail in irrelevant places).
[Things to avoid in pixel art](
These are the reasons why AI is generally soooo bad at making pixel art. All of the above are things inherent to most modern AI models.
There are ways to mitigate these issues, downscaling and color reduction can get you most of the way. I've actually made open source tools to accomplish both of those. [Pixel Detector](https://github.com/Astropulse/pixeldetector), and [Palettize](https://github.com/Astropulse/sd-palettize). The real difficulty comes when you want not only a pixel art "aesthetic", but something closer to real human made pixel art, with more intentional linework and shapes. Some models like flux dev can get really close, but lack the control you want for different content and generations are pretty hit or miss.
Here are some of my best pixel art aesthetic generations with raw flux dev with dynamic thresholding (no training or loras):
[Prompts: \\"pixel art style with thick outlines image of a woman with long flowing hair, wearing a white gown and a crown of lilies, standing by a riverbank, vibrant colors, consistent pixel sizes, pixel perfect, pixel, pixel art, limited colors, outlines, dark outlines, simple colors, simple shapes\\", \\"pixel art style with thick outlines image of a medieval knight in armor, retro game style with a castle background, fairytale themes, consistent pixel sizes, pixel perfect, pixel, pixel art, limited colors, outlines, dark outlines, simple colors, simple shapes\\", \\"pixel art style with thick outlines image of a woman with long, wavy hair, wearing a crown of flowers, and holding a small bird, minimalist style, consistent pixel sizes, pixel perfect, pixel, pixel art, limited colors, outlines, dark outlines, simple colors, simple shapes\\", \\"pixel art style with thick outlines image of a man in a futuristic suit wearing a helmet with a visor that reflects the stars, pixel shading, consistent pixel sizes, pixel perfect, pixel, pixel art, limited colors, outlines, dark outlines, simple colors, simple shapes\\"](
If you zoom in, you can pretty quickly tell that the "pixels" are different sizes. Some of this can be fixed with downscaling and color reduction, but you're really just kicking the can down the road.
Nearly all specifically trained pixel art models have this issue as well, it's fundamental to how AI image generation works currently.
I've been training pixel art models since sd1.4 came out, here are some of those generations over time as the models improved:
[Left to right top to bottom, older first](
I also work closely with u/arcanite24 aka [NeriJS](https://civitai.com/user/NeriJS), and hes trained a few available pixel art loras for different models, and recently he trained an incredible flux based model for Retro Diffusion's website. Here are some examples from that (the banner was also made there):
[Prompts: \\"a panda eating bamboo in a flower jungle\\", \\"redhead woman blowing a kiss to the camera\\", \\"a gundam robot\\", \\"a hamburger\\", \\"a fancy sports car\\"](
Finally lets go over some of the differences between most AI generated "pixel art" and the human made variety. I'm going to compare these two since they have nature themes and painterly styles.
[The image on the right is \\"Up North n' So Forth\\" which I commissioned from my incredibly talented friend \\"Makrustic\\"](
Ignoring the obvious issues of pixel sizes and lots of colors, lets focus on stylistic and consistency differences.
In the generated image, the outlines are applied inconsistently. This isn't necessarily an issue in this piece as it works quite well with the subject only being outlined, but I have found it is a consistent problem across AI models. Some objects will be outlined and some will not.
Lets move to the details.
The left image has some pretty obvious random noise in the color transition in the background:
It's also unclear what is being depicted, is it grass? Bushes? Trees? Mountains? We can't really tell. This could be considered an artistic choice, but may be undesirable.
Contrast this with human-drawn pixel art, which can have very intentional patterns and shapes, even in background details:
Generally random noise or excessive dithering are avoided by experienced artists.
One other major noticeable composition element is how in the generated image, groups of colors are generally restricted to being used in those objects alone. For example the white in the dress is different from the white in the clouds, the blue of the sky is different from the water, and even the grass and plants use different color swatches. Typically a pixel artist will reuse colors across the image, which results in both less colors in total, but also a more balanced and cohesive art piece. This is also used to create focus by using unique colors on the main elements of the art piece.
Closing thoughts:
Pixel art is a very unique medium with lots of different subsets and rules. If you think something is pixel art and you like how it looks, thats good enough for most people. If you want to use assets in games or post them as "pixel art", you might get some pushback unless you put a bit more time into understanding the typically accepted rules of the medium.
Trained AI models can get pretty close to real pixel art, but for the foreseeable future there's going to be a gap between AI and the real thing, just as a result of how detail-oriented pixel art is, and how image gen models currently work.
I think AI is an incredible starting point, or even pre-final-draft for pixel art, and the closer the model is to the real thing the better, but its still a good idea to use purpose-built tools, or do some cleaning and editing by hand.