Exporting for your engine
Transparency, integer scaling, and no antialiasing.
A beautiful sprite can still look wrong in-game if it is exported or imported carelessly. Two settings cause almost all pixel-art blur.
- Export as PNG with a transparent background so the sprite sits on top of your game world (never a white box)
- Scale up by whole-number multiples only (2×, 3×, 4×) — fractional scaling like 1.5× smears pixels across half-boundaries
- Turn OFF texture filtering / antialiasing in your engine (set the texture to "Point"/"Nearest" filtering) so pixels stay crisp instead of blurring
In Unity set the sprite Filter Mode to Point (no filter) and Compression to None. In Godot set the texture Filter to Nearest. In GameMaker disable interpolation. These three settings keep your pixels sharp.
Your sprite looks blurry in-engine. What is the most likely fix?
Your capstone: draw and publish a sprite
You now know enough to make a real, game-ready sprite. Draw one below using everything from this course — a readable silhouette, a small hue-shifted palette, one light source — then publish it as your first real Wayline asset, saved to your library with its own page.
Draw a small sprite using everything you learned, then publish it. It becomes a real Wayline asset with its own page, saved to your library — your first published game asset.
0 pixels · min 8 to publish