Image-to-pixel-art converter

Tomodachi Life Pixel Art Maker

Convert any image into Tomodachi Life pixel art for the in-game Palette House. Upload a file or paste an image URL, pick a style, choose your dithering algorithm, and see the result side-by-side with the original.

4dithering algorithms
4style presets
84palette swatches
URLor file upload

1 · Source image

Drop a PNG / JPG here

Or click to browse

No image? → Try the demo gradient

2 · Pick a style

Detailed = 64×64 grid · Balanced = 32×32 · Retro = 16×16 · Chunky = 8×8

3 · Dithering algorithm

4 · Adjustments

Side-by-side compare

Original
Pixel art

Your pixel art preview appears here

Upload an image on the left, or click Try the demo gradient to test the dithering algorithms.

Output specs

Upload an image to see the output.

Two tools, two workflows

Both convert images for the Palette House. The Pixel Art Maker is about aesthetic control — multiple algorithms, side-by-side preview, photo-friendly. The Grid Maker is about painting accuracy — recipe card, brush mapping, paint-by-numbers.

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Side-by-side compare

See original and pixel art at the same scale — pick the algorithm that preserves what matters in your image.

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Four dithering algorithms

None, Floyd–Steinberg, Atkinson, Bayer 4×4 — try each to find what suits your source material.

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Edge enhancement

Sharpen photos before quantisation for crisper shapes at low resolution.

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URL or file input

Paste any image URL — works with Pinterest, Wikipedia, direct image links. CORS proxy fallback included.

Use the Grid Maker instead →
Algorithm comparison
None
F–S
Atkinson
Bayer

Pixel Art Maker · FAQ

How style presets, dithering, and URL upload work.

How does the Pixel Art Maker work?
Upload an image (PNG/JPG) or paste an image URL. The tool resizes your image to the in-game canvas, applies your chosen dithering algorithm, and quantises every cell to the closest swatch in the Palette House palette. The result is a pixel-art version you can paint in-game cell-by-cell.
What are the four style presets?
Detailed is a 64×64 grid (4-px brush in-game) for faces and complex logos. Balanced is 32×32 (8-px brush) and is the recommended default. Retro is 16×16 (16-px brush) for chunky icons. Chunky is 8×8 (32-px brush) for very simple symbols.
Which dithering algorithm should I pick?
None = clean flat-colour blocks, no noise. Best for logos and flat designs. Floyd–Steinberg = smooth gradients, noisy edges. Best for photos. Atkinson = a softer Mac-classic variant, less noise than F–S. Bayer 4×4 = regular dotted pattern, distinctly "retro 8-bit". Try them all and pick what looks best.
What does Edge Enhance do?
It applies a 3×3 sharpening convolution before quantisation, which makes shapes pop in photo input. Turn it on for photographs and complex art; turn it off for logos and clean vector art (it can introduce noise on flat designs).
Can I paste an image URL instead of uploading a file?
Yes — paste any direct image URL (ending in .png, .jpg, .webp, etc.) into the URL field. If the host blocks cross-origin requests, the tool automatically routes through a public CORS proxy. If both fail, download the image and upload it directly.
How is this different from the Grid Maker?
The Grid Maker is paint-by-numbers focused: simple controls, recipe card output, optimised for "I want to paint this exact design in-game". The Pixel Art Maker is style-focused: multiple dithering algorithms, edge enhancement, saturation, side-by-side compare. Pick whichever workflow fits your goal.