GUIDES OPEN APP

Pixel art palettes: how many colours, and which classics to steal

9 June 2026 · 6 min read · SpriteLab Guides

The fastest way to make pixel art look deliberate is to constrain the palette. The fastest way to make it look like AI slop is not to. This guide covers how many colours a sprite actually needs, the classic palettes worth knowing by name, and when dithering earns its place.

How many colours does a sprite need?

Fewer than you think. Working numbers that hold up in practice:

AssetColour countWhy
Small icons (16 to 32px)4 to 8At tiny sizes, extra colours read as noise, not detail
Character sprites (32 to 64px)8 to 16Enough for two or three ramps (skin, clothing, accent) plus outline
Large sprites and portraits (96px+)16 to 32Room for softer ramps without losing cohesion
Full scenes and tilesets16 to 32 sharedOne shared palette is what makes a tileset feel like one world

The trick is thinking in ramps, not colours: a ramp is 3 to 5 shades of one material (skin, metal, leaf). A 16-colour palette is really four ramps plus an outline colour and a highlight. When a palette feels short, you need a better ramp, not more colours.

The classic palettes worth knowing

You don't have to invent a palette. Decades of constraint-driven design left behind sets that just work, and most pixel art tools (SpriteLab included) ship them as presets:

PaletteColoursCharacter
Game Boy4The famous green monochrome. Instant nostalgia, brutal constraint, great for jams
2-bit Demichrome4A softer grey-green take on the 4-colour idea, less novelty than Game Boy
CGA4 to 16The cyan/magenta/white shock of early PCs. Loud on purpose
PICO-816The fantasy console set. Warm, friendly, extremely versatile; the default suggestion if you're lost
NES~54 usableThe 8-bit console look; in practice you pick a small subset per sprite
Sweetie 1616Cooler and moodier than PICO-8, lovely for night scenes and dungeons
Endesga 16 / 3216 / 32The modern indie workhorses. Balanced ramps, no gimmick; 32 is the "safe" big palette
SLSO88Eight colours that fake lighting beautifully; teaches hue shifting by force
Apollo46Big, painterly, ramp-organised. For when you want range with cohesion intact

A practical workflow: generate your sprite without a lock first, see what the subject wants to be, then snap it to a palette and compare. Locking PICO-8 onto a sprite changes its whole personality in one click, which is also just fun.

Hue shifting: the one technique to learn

Beginner ramps go dark by adding black and light by adding white. Good ramps shift hue as they shift brightness: shadows lean toward blue or purple, highlights lean toward yellow or orange. It's why SLSO8 looks lit and a naive 8-colour grey ramp looks dead. When you build custom ramps, move the hue a little with every step. When you steal a classic palette, this work is already done for you, which is most of the reason to steal one.

Dithering: when it helps and when it hurts

Dithering fakes intermediate shades by interleaving two colours in a pattern. The honest rules:

Rule of thumb: if the sprite is under 64px or it animates, skip dithering. If it's a big static prop with a gradient, try it with the palette locked and judge at 1x zoom.

Doing this with AI output

Raw AI generations carry hundreds of near-duplicate colours (see AI vs true pixel art for why). Quantising down to a deliberate count, or snapping to one of the classics above, is the single highest-impact cleanup step. In SpriteLab the palette controls live in the free tuning panel: a colour-count slider, the preset palettes from the table above, custom hex lists, and a dithering toggle, all re-running locally without spending credits. Drag the colour count from 32 down to 8 on a finished sprite and you'll see the entire argument of this article play out in two seconds.

Palette lock demo: the same pixel art sprite snapped to different classic palettes in real time

Same sprite, different palette locks, re-running live.

Play with the palettes

Generate a sprite, then snap it to Game Boy, PICO-8 or your own hex list. Free, instant, no re-rolling.

TRY SPRITELAB FREE 25 free credits + 5 daily. No card needed.

More reading

AI VS TRUE PIXEL ART

Why raw AI output isn't real pixel art, and the pipeline that closes the gap.

PROMPTING FOR SPRITES

The prompt structure that gets clean, single-subject, game-ready output.

SPRITE SHEETS WITH AI

Animation strips, multi-sprite packs and rotations without the usual mess.