How to Choose a Pixel Art Color Palette
A practical guide to building pixel art color palettes — how many colors to use, how to make color ramps, hue shifting, and ready-made palettes like NES, Game Boy, and PICO-8.
Color is what makes a sprite feel cohesive — or messy. A good palette does half the work for you. Here's how to choose one, build color ramps, and avoid the mistakes that make pixel art look amateur.
Start with a limited palette
The single best habit in pixel art is using few colors. Many classic sprites use 4–16 total. A small palette:
- Forces you to make every color count.
- Keeps the whole piece visually unified.
- Reads cleanly at small sizes.
If you're unsure, start with 16 colors and try to use fewer.
Use color ramps, not random colors
A ramp is a sequence of colors from a dark shadow to a bright highlight for one material — skin, metal, cloth, foliage. Instead of grabbing a new color whenever you shade, you move along a ramp. Build a ramp of 3–5 steps per material:
- Darkest shadow
- Shadow
- Base (mid-tone)
- Highlight
- Brightest highlight (use sparingly)
Ramps are the secret to shading that looks intentional.
Shift the hue as you go
The most important trick: don't just make shadows darker — shift their hue. As a color gets darker, push it slightly toward blue or purple; as it gets lighter, push it toward yellow or orange. This "hue shifting" is what gives professional pixel art its richness. Flat darkening looks muddy; hue-shifted ramps look alive.
Watch your saturation and contrast
- Avoid pure black and pure white for most shading — they're harsh. Use a very dark blue-purple instead of
#000000and a warm off-white instead of#ffffff. - Keep enough contrast between ramp steps that the form reads, but not so much that it looks banded.
Reuse colors across materials
You don't need a separate ramp for everything. A shadow color from your skin ramp might double as a mid-tone elsewhere. Shared colors tie a palette together and keep the count low.
Use a ready-made palette
You don't have to build one from scratch. Iconic hardware palettes are battle-tested and instantly give your art a recognizable feel:
- Game Boy — 4 shades of green, ultimate constraint.
- NES — a punchy retro console look.
- PICO-8 — a beloved 16-color fantasy-console palette.
- Commodore 64, ZX Spectrum, CGA — distinct retro vibes.
Spritegen ships all of these (and more) as presets — pick one from the palette menu and your art is reinterpreted with those colors instantly.
Let AI build a palette for you
If you have a vibe in mind but not the exact colors, describe it — "muted desert sunset", "toxic swamp", "icy cave" — and Spritegen's AI palette generator builds a coherent, ramped palette for you, which you can then tweak by hand. It's the fastest way from an idea to a usable set of colors.
A palette is a tool, not a cage. Start tight, build ramps, shift your hues, and lean on presets when you're stuck. Open the editor and try rebuilding a sprite with a 4-color Game Boy palette — the constraint will teach you more than any tutorial.
Make it in Spritegen — free
Hand-draw on a real grid or generate sprites with AI. The editor and PNG export are free, with 10 AI credits a month.