Godot
AtlasTexture · SpriteFrames
- Import as AtlasTexture
- Filter clip + padding
- Mipmaps off for pixel art
Use the Godot bundle — editor script builds AtlasTextures from trim-aware regions.
Pack multiple sprites into optimized texture atlases for Godot, Unity and modern 2D engines.
Upload once · inspect the atlas · export for your engine
Generated atlas
Your packed atlas preview
Your atlas will appear here
Upload PNG / JPEG / WebP. Packing stays in your browser.
Frame strip
Drag to reorder · order maps left→right, top→bottom in grid mode
PNG · JPEG · WebP
How sprites are arranged on the atlas
Bin-packs each sprite tightly. Best default for mixed sizes and photos.
Selected sprite
Production metrics from the current atlas — not marketing copy.
Supported exports and import notes for common 2D engines.
AtlasTexture · SpriteFrames
Use the Godot bundle — editor script builds AtlasTextures from trim-aware regions.
Sprite Atlas · Multiple mode
Drop the Unity bundle into Assets/ and run the helper to apply sprite metadata.
Texture pages · PNG
Export PNG + JSON, then assign frames on a texture page.
Atlas JSON · Multi-atlas
Phaser preset JSON loads directly with the atlas PNG.
Sprite sheet · PNG
Use the PNG atlas; define frames from the exported JSON sizes.
Production advice from shipped 2D games
Keep 1–2px between sprites so bilinear samples never bleed. Extrude 1px duplicates edge colors into the gap.
Bleeding shows as colored fringes. Fix with padding + extrude, or Point filtering for pixel art.
Pixel art → Point / Nearest. Smooth HD → Bilinear with enough padding. Never mix both on one atlas without care.
Prefer 512² / 1024² / 2048² when targeting older GPUs, mipmaps, or compressed formats.
Enable only if sprites shrink on screen. Mipmaps + zero padding = bleed. Prefer POT + padding first.
Keep frame order stable. Grid packing preserves cell rhythm for AnimationPlayer / Animator clips.
Sprites that share one atlas can batch. Split atlases by material/shader, not by character pose.
RGBA8 ≈ width × height × 4 bytes. A 2048² atlas is ~16 MB uncompressed — trim and pack before upscaling max size.
Compress in-engine (ETC2 / ASTC / DXT). Export clean PNG here; let the engine compressor handle blocks.
Click a preset to update packing configuration instantly
Idea → level → art → collision → audio → progression
GDD Generator
Earlier step
Level Generator
Earlier step
Sprite Sheet Packer
You are here
Autotile Generator
Build a full 47-tile terrain set from two source tiles.
Auto Hitbox
Trace a sprite's alpha into a collision polygon automatically.
Collider Simplifier
Reduce collision vertex count without changing hit behaviour.
Retro SFX
Synthesize 8-bit jumps, coins and explosions in the browser.
XP Balancer
Model level curves, gold flow and stat progression.
Loot Simulator
Verify drop rates with Monte Carlo simulation before shipping.
PNG, JPEG, and WebP. PNG with transparency is recommended for game sprites so trimming and packing stay accurate.
Packing runs in your browser. Hundreds of frames are fine; very large sets (1000+) may take longer depending on atlas size and device memory.
Yes. Use animation-safe grid mode when frame cells must stay consistent for timelines. Reorder frames in the strip to match your clip order.
Max texture size can be 1024, 2048, 4096, or 8192. Power-of-two and square options help engines that prefer POT textures.
Padding prevents texture bleeding when filtering or mipmaps sample neighboring sprites. Pixel art usually needs 1–2px; HD may need more with bilinear filtering.
Transparent margins are cropped before packing. Metadata keeps original size and trim offsets so engines can restore alignment.
PNG atlas plus Generic JSON, Phaser 3 atlas JSON, Unity/Godot import bundles, plus XML and CSS for pipelines that expect those formats.
Yes. Godot and Unity presets export trim-aware specs and helper scripts. Phaser gets atlas JSON ready to load.
One atlas reduces texture binds and draw-call pressure versus dozens of loose textures — especially important on mobile GPUs.
No. Packing, preview, and ZIP generation are fully client-side. Nothing is uploaded.
More free browser-based game development tools
Turn a game idea into a structured, scoped design document.
Generate seeded 2D levels and export them as engine-ready tilemaps.
Build a full 47-tile terrain set from two source tiles.
Trace a sprite's alpha into a collision polygon automatically.