Drop in a sprite on a white, black, magenta or any flat backdrop and get a transparent PNG back. Auto-detects the colour or lets you click it, strips the halo, crops to the art.
Anything on a flat backdrop: a PNG export, a screenshot, a JPG reference, a generated sprite on a plain colour. Your image is sent to SpriteLab for processing.
Auto samples the image border. If the sprite touches the edge or the border is mixed, switch to Pick and click a background pixel, or type the hex under Custom.
Tolerance widens the match for blurry or compressed sources. Halo passes eat the light fringe. Crop to content trims the empty margin. Compare before and after, then save the transparent PNG.
This is a chroma key. It floods in from the edges, clears every pixel close to the background colour, then peels off the blended fringe that is left around the silhouette. That makes it exact on the inputs it is built for and useless on the ones it is not, so it is worth knowing which is which before you fight the sliders.
For the right-hand column, Quick Convert in SpriteLab does not try to key the background at all. It redraws the subject as a proper pixel art sprite, then removes the backdrop it drew, so the result has a clean silhouette, a 1px outline and a limited palette regardless of what the source looked like. Free sliders let you retune it afterwards without spending anything extra.
Yes. No account or watermark. Your image is sent to SpriteLab for processing, up to 6 MB and 4 megapixels, with 20 requests a minute per connection.
A single flat colour: white, black, magenta, the grey a renderer put behind a sprite, the plain backdrop an AI generator drew. It floods in from the edges and clears everything close to that colour. It does not cut subjects out of photos or gradients.
It sets how far a pixel can be from the background colour and still count as background. Keep it low, around 10 to 30, for clean pixel art with exact colours. Raise it for JPGs and anti-aliased edges where the background colour has been smeared.
That is the halo: edge pixels where the subject was blended with the background. The halo cleanup passes peel those pixels off, one layer per pass. Use 1 or 2 for most sprites, 3 if the source was heavily anti-aliased.
The tool refused to run because the removal would have eaten almost the entire image, which means the subject is too close in colour to the background. Lower the tolerance, or use Pick to click the exact background colour by hand.
Resample any photo or logo onto a real pixel grid at the width you choose.
Add a clean 1px outline around a transparent sprite in any colour.
Slice a sheet into individual frames and download them as a zip.
Open SpriteLab to keep building with your sprites.