1. Use Nearest texture filtering
Select your sprite/tileset textures (or set a default for the project) and use Nearest (nearest-neighbor) instead of Linear. Linear sampling is what makes crisp pixels look soft.
- Godot 4: Project Settings → Rendering → Textures → Default Texture Filter → Nearest (or set per Texture2D / SpriteFrames).
- Godot 3: Import tab → Filter off / use nearest flags on the texture.
2. Stretch mode for pixel-perfect scaling
In Project Settings → Display → Window:
- Set a base resolution that matches your art grid (e.g. 320×180 or 640×360).
- Use stretch mode canvas_items (Godot 4) / 2d (Godot 3) with aspect keep.
- Prefer integer scale factors so one pixel maps to a whole number of screen pixels.
3. Camera and sub-pixel movement
If the camera follows the player with fractional positions, sprites can shimmer. Snap the camera (or the rendered root) to whole pixels, or enable pixel-snap options appropriate to your Godot version.
4. Export art the engine expects
- PNG with hard edges — no baked blur or soft anti-alias from photo tools.
- Keep tile sizes consistent (16 / 32) and document your tile size in the project.
- For atlases, leave a 1px gutter if you see bleeding between tiles.
5. Next steps on Cat Pixel Art
- Open-source game engines — Godot and other engines with official outbound links.
- CC0 pixel art game assets — commercial-safe packs to drop into Godot.
- How to make pixel art for games — full art pipeline.
- Tutorial index — free public tutorials (filter Game art / Animation).
Always re-check the current Godot docs for your exact version — setting names move between 3.x and 4.x.
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