Pixel Art Palette Generator: Hue-Shifted Ramps
Pick up to four base colors, or press Random colors, and get a pixel art color palette built from hue-shifted ramps: shadows lean toward blue, highlights toward yellow. Click any swatch to copy its hex code, or download the palette as a .gpl for GIMP and Aseprite, a Lospec .hex file, or a PNG strip.
Pick 1 to 4 main colors, such as grass, skin and your hero's outfit. Each one becomes a ramp from shadow to highlight.
- #3a9a5b
- #c0503f
How to use it
- Set your base colors with the color pickers, press Add color for up to four, or press Random colors, then press Next.
- Set the Ramp length and the Hue shift, watch the ramp preview, and press Next.
- Choose 8 colors, 16 colors or 32 colors and press Generate palette.
- Click a swatch to copy its hex value, or download the .gpl, .hex or PNG files.
What hue shifting is and why pixel artists use it
A color ramp is a row of one color from dark to light, used to shade a single material such as skin, grass or metal. If you only make a color darker and lighter, the shadows look grey and muddy and the highlights look washed out.
Hue shifting rotates the hue along the ramp: shadows move toward blue or purple, like objects lit by a blue sky, and highlights move toward yellow, like warm sunlight. This generator also raises saturation a little in the shadows and lowers it in the brightest highlights. A shift of 15 to 25 degrees reads as natural; 30 or more gives a stylized, colorful look; 0 gives straight light and dark versions of one hue.
Picking a palette size
8 colors suits tiny sprites and very retro looks: for example one 5-color ramp plus a few darks and lights. 16 colors, the size of the PICO-8 palette, fits a main character ramp, an environment ramp and a contrasting accent. 32 colors gives room for several materials and a full grey ramp.
Ramp length works the same way: 3 colors (shadow, base, highlight) is enough for 16x16 sprites, while 5 to 7 suits larger sprites and smooth gradients like skies. If your base colors cannot each get a full ramp in the chosen size, the generator shortens the ramps and tells you before you generate.
Palette file formats
The .gpl file is the GIMP palette format: a GIMP Palette header, a Name and Columns line, then one red, green, blue line per color. Aseprite reads and writes .gpl too. Columns is set to the ramp length so each ramp shows as one row.
The .hex file is the format Lospec offers for download: one six-digit hex color per line with no #. Aseprite can load it directly. The 1x PNG is a strip with one pixel per color, and the 8x PNG makes each color an 8x8 square, matching Lospec's PNG downloads. Aseprite can also load a palette from an image.
Frequently asked questions
How many colors should a pixel art palette have?
How do I load the palette in Aseprite?
What does hue shift mean in pixel art?
Can I use the palette in Godot?
Why are there colors I did not pick?
More free game dev tools
- Pixel Art Converter: Turn any image into pixel art with a set width and a reduced or retro palette.
- Placeholder Sprite Generator: Generate labeled placeholder art, silhouettes, pickups and buttons as PNGs and a sprite sheet.
- Card Maker: Design poker-size game cards with art and stats, then print them 9 to a sheet.