LowercaseOnline โ€” Free Online Text Tools

Pixel Art Canvas Size Recommender

Find the ideal canvas resolution for your pixel art based on target display and scale factor.

Target Display & Scale

Common Retro Resolutions Reference

NES
256ร—240
4ร— = 1024ร—960
SNES
256ร—224
4ร— = 1024ร—896
Game Boy
160ร—144
4ร— = 640ร—576
GBA
240ร—160
4ร— = 960ร—640
CGA / DOS
320ร—200
3ร— = 960ร—600
Amiga
320ร—256
3ร— = 960ร—768
Arcade (1080p)
1024ร—768
1ร— = 1024ร—768
Sega Genesis
320ร—224
4ร— = 1280ร—896

Choosing the Right Canvas Size

The scale factor determines how many screen pixels represent one canvas pixel. At 4ร— scale, each pixel in your art appears as a 4ร—4 block on screen, giving that classic chunky pixel look. Higher scale factors mean fewer canvas pixels to draw, making art faster to produce but limiting fine detail.

Color palette guidelines by canvas size: Very small canvases (under 200 px wide) look best with 4โ€“8 colors โ€” exactly like the Game Boy's 4-color palette. Medium canvases (256โ€“320 px) suit 16โ€“32 colors (SNES-era). Larger canvases (640 px+) can handle 64โ€“256 colors before the pixel art aesthetic is lost.

For web games, a common sweet spot is 320ร—180 at 6ร— scale (1920ร—1080 native) or 480ร—270 at 4ร— (1920ร—1080). These maintain clean integer scaling across common resolutions.

Integer scaling is crucial โ€” always use scale factors that are whole numbers. Fractional scaling creates blurry sub-pixel rendering that ruins the crisp pixel art look. Set image-rendering: pixelated in CSS to prevent browser smoothing.