Browse the knowledge base
5x · Animals and creatures
Skills
- Take any Aseprite request end to end
- Plan a sprite before drawing it
- Design it first — concept sheet and storyboard
- Create a sprite document
- Choose, build and repair a palette
- Draw a sprite
- Shade a sprite
- Rig a character for animation
- Animate a cycle
- Build a tileset
- Review a sprite before calling it done
- Fix or iterate on existing art
- Export game-ready assets
- Submit a finished sprite to the community gallery
Rule
rules://02-shading-and-light Shading and light
On this page
Pick a light direction and never move it
#One light source, stated up front — usually upper-left or upper-right. Every surface in the sprite is lit from that direction, in every frame of every animation. A sprite whose light drifts between frames looks like it is made of different materials each frame.
Hue-shift, always
#The difference between pixel art and a brightness slider:
- Shadows rotate toward the ambient — in practice, toward blue/purple — and lose a little saturation.
- Highlights rotate toward yellow/orange and gain a little saturation.
A red #c04030 shades to something like #8a2f45 (cooler), not #802b20
(the same hue, darker). The second one is the tell.
recolor op shade applies this rule; palette op ramp builds ramps that
already obey it. Use them instead of picking darker hex values by hand.
Order of work
#- Block in flat base colours per material. No shading at all yet.
- Check the silhouette — see
rules://03-silhouette-and-form. - One shadow step, on the side away from the light. Stop and look.
- One light step, on the side facing it.
- Only then consider a second shadow, a specular, or reflected light.
Most sprites are finished at step 4. Detail added before the form is right just makes the wrongness harder to see.
Dithering
#Dithering buys you an intermediate value you do not have colours for, and it adds texture. It is not free: at small sizes it reads as noise.
- Use it for large flat areas, skies, gradients on 32×32 and up.
- Avoid it on a 16×16 character; you do not have the pixels.
- Prefer ordered patterns (
bayer4) overnoise. Random dithering looks like dirt at low resolutions. - Keep the two dithered colours adjacent in a ramp. Dithering between distant colours produces visible speckle.
draw op dither handles the pattern; you choose the two colours and the ratio.
Anti-aliasing
#Manual AA — placing one intermediate colour at a hard diagonal — is a legitimate technique on larger sprites. It is not the same as alpha blending.
Never leave semi-transparent pixels in pixel art. They come from soft brushes and
non-integer resizes, and they make a sprite look blurry and impossible to palette
swap. validate flags them.