Seamless value noise, white noise, checkerboards, bricks, dots and stripes as pixel art tiles. Pick a size and a seed, map the result to your own palette, check it tiled, download the PNG.
Six generators: white noise, value noise, checkers, bricks, dots and stripes. Tiles from 8 to 512 px on each side. Each pattern has its own two or three controls.
Two to eight colours. Noise is quantised onto the ramp, patterns cycle through it. Presets give you greys, Game Boy greens, stone and grass in one click.
Hit TILED 3×3 above the preview to see the seams, or the lack of them. The PNG downloads at native size or a whole-number multiple.
These are building blocks, not finished art. Layer them under sprites, use them as dither masks, or treat the noise as a heightmap for procedural terrain. Every tile is on a strict pixel grid with no anti-aliasing.
Every pixel is a random palette colour. Static, sand, film grain, TV snow. Threshold mode gives you a sparse speckle for stars or dust.
Smooth blobs at a cell size you choose, with extra octaves for fine detail. Clouds, fog, terrain, marble, and the classic heightmap for island generators. Seamless by default.
Transparency backdrops, test grids for tile alignment, floor tiles. Set the cell to your tile size and the checker doubles as a placement guide.
Running-bond brickwork with 1 px mortar and half-offset rows. Each brick picks a shade from the palette so the wall has some life in it before you paint over it.
A regular dot grid: fabric, mesh, perforated metal, halftone-style shading. Small dots on a large spacing read as a light dither.
Horizontal, vertical or diagonal bands cycling through the palette. Hazard tape, awnings, carpets, and the scan-line overlay for a CRT look.
Seamless value noise wraps the underlying lattice, so the tile repeats in every direction. The other patterns tile cleanly when their cell, brick or stripe size divides the tile size evenly.
Yes. Everything runs in your browser, there is no account and no watermark. Generate as many tiles as you like at up to 512 × 512.
Turn on Seamless and the noise lattice wraps, so the tile repeats with no visible edge in any direction. Use the TILED toggle above the preview to see it repeated 3 × 3 before you download.
The seed picks the random numbers. The same seed, size and settings always give the same tile, so you can note it down and rebuild the pattern later. REROLL picks a new seed.
It is value noise with octaves, which looks very similar to Perlin noise at pixel art sizes and quantises more cleanly to a small palette. It is the usual choice for pixel terrain, clouds and stone.
Yes. Tileset in SpriteLab generates autotile sets with Godot and Tiled exports. It requires a subscription.
Offset any tile by half and paint out the seams so it repeats cleanly.
Floyd-Steinberg and Bayer dithering onto Game Boy, PICO-8 or your own palette.
Build a harmonious ramp from one colour, then bring it back here.
Open SpriteLab to keep building with your sprites.