Generate pixel art
tilesets with AI
A complete toolchain from text to tileset. Define tiles in .pax — a TOML-based format LLMs write natively — then render, validate, and compose maps at native speed.
Made with PIXL
Every tile below is defined in a .pax file and rendered by the engine. What you see is what LLMs write.
From text to tilemap
Define a tileset in plain text. PIXL renders individual tiles and composes them into full maps. Click through the demo levels below.
# overworld.pax — 6 tiles, "overworld" theme
[[tile]]
name = "grass"
size = 8
palette = ["#4a7c2e", "#5a9e3a", "#3d6b24", "#6ab847"]
data = """
0 0 1 0 0 1 0 0
0 1 3 1 0 0 1 0
1 0 0 0 1 1 3 1
…
"""
[[tile]]
name = "dirt_path"
size = 8
palette = ["#7a5230", "#966b40", "#5c3a1e", "#a88050"]
[[tile]]
name = "water"
size = 8
palette = ["#1a5276", "#2980b9", "#3498db", "#85c1e9"]
[[tile]]
name = "sand"
size = 8
palette = ["#c2b280", "#d4c896", "#e8deb5", "#a89a6a"]
[[tile]]
name = "tree"
size = 8
palette = ["#4a7c2e", "#2d5a1e", "#3d6b24", "#5c3a1e"]
[[tile]]
name = "flower_grass"
size = 8
palette = ["#4a7c2e", "#5a9e3a", "#e85d75", "#f0c870"]
[map]
width = 16
height = 12
data = """
4 0 0 5 0 0 0 0 3 3 3 3 0 5 0 4
0 0 5 0 0 0 0 3 3 2 2 3 0 0 0 0
0 0 0 0 1 1 0 3 2 2 2 3 0 0 0 0
5 0 0 1 1 1 1 0 3 2 3 0 0 0 5 0
…
"""Grass plains with a winding dirt path, pond, and trees — 16×12 tilemap, 6 tile types
Try it yourself
Paint pixels with the tools below. The .pax output updates live.
[tile]
name = "my_tile"
size = 16
[palette]
colors = [
"#0a0a0f", # 0
"#e0a040", # 1
"#f0c870", # 2
"#4a7c2e", # 3
"#5a9e3a", # 4
"#2980b9", # 5
"#85c1e9", # 6
"#cc3300", # 7
"#e85d75", # 8
"#e4e4ef", # 9
"#8888a0", # 10
"#5c3a1e", # 11
"#7a5230", # 12
"#c2b280", # 13
"#2c2c34", # 14
"#7a4aaa", # 15
]
[pixels]
data = """
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
0:16
"""Your art. Your format. Your repo.
PAX files are plain text — they live in your git repo, diff cleanly, and belong to you. No cloud lock-in, no opaque binary blobs. LLMs help you create, but you own every pixel.
Works with your tools
Export game-ready assets to the engines and editors you already use. One tileset, every target.
Aseprite
Import / export PAX & PAX-L, critique, atlas packing, format conversion
Godot
TileMap resources, TileSet scenes, sprite atlases
Unity
Tile palettes, grid data, sprite sheets with metadata
Tiled
.tmx tilemaps, tilesets, object layers
TexturePacker
Atlas sprite sheets with JSON hash metadata
GB Studio
Game Boy-compatible tileset and sprite export
Claude / MCP
24 MCP tools for AI-driven tile creation and refinement
Simple pricing
Free for open source and non-commercial use. One flat fee for commercial projects.
Community
Open source & non-commercial
- ✓Full engine, CLI, MCP server & Studio
- ✓All rendering and generation features
- ✓OSI-approved open source projects
- ✓Personal projects & education
- ✓Research & evaluation
- ✓Community support
Commercial
For businesses & commercial products
- ✓Everything in Community
- ✓Commercial products & SaaS
- ✓Client work & internal tools
- ✓Bring your own API keys (BYOK)
- ✓Perpetual license, no subscriptions
- ✓Priority support via email
Install
Three ways to use PIXL. Studio bundles everything — no separate engine install needed.
Studio
Visual editor with bundled engine
brew install SimplyLiz/pixl/pixl-studioCLI
Terminal & CI/CD pipelines
curl -fsSL https://github.com/SimplyLiz/PIXL/releases/latest/download/pixl-v1.0.0-aarch64-apple-darwin.tar.gz | tar xz