Workflow guide

Dithering for Game Assets

Updated May 2026 · 5 min read

Retro dithering adds texture and color depth to pixel art, sprite sheets, and UI mockups. Diffused Editor runs entirely in your browser — your source files never upload to a server.

Why dither in the browser?

Most image tools require desktop installs or cloud uploads. For indie game workflows, a browser tool means you can process assets on any machine without syncing source art to third-party servers. Diffused Editor uses Web Workers and the Canvas API locally.

Recommended workflow

  1. Upload your sprite or texture (PNG recommended, up to 10 MB free / 15 MB Pro).
  2. Pick a palette — try Game Boy, NES, or C64 for authentic retro color.
  3. Choose an algorithm — Atkinson and Ordered Bayer work well for crisp pixel art; Floyd-Steinberg for smoother gradients.
  4. Tune intensity and pattern size until the dither reads at your target resolution.
  5. Export — free tier gives 50% JPEG; Pro unlocks full-resolution PNG/WebP for production assets.

Algorithms for game art

When to upgrade to Pro

Free tier is enough to explore and preview. Upgrade when you need print-ready or engine-ready exports at 100% resolution, lossless PNG/WebP, saved presets for consistent style across a sprite sheet, or custom palettes synced to your account.

Try it now — upload an asset and dither in seconds.

Open Diffused Editor

Need full resolution? View Pro plans — $8/mo