Workflow guide
Dithering for Game Assets
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
- Upload your sprite or texture (PNG recommended, up to 10 MB free / 15 MB Pro).
- Pick a palette — try Game Boy, NES, or C64 for authentic retro color.
- Choose an algorithm — Atkinson and Ordered Bayer work well for crisp pixel art; Floyd-Steinberg for smoother gradients.
- Tune intensity and pattern size until the dither reads at your target resolution.
- Export — free tier gives 50% JPEG; Pro unlocks full-resolution PNG/WebP for production assets.
Algorithms for game art
- Atkinson — Classic Mac look; great for portraits and UI with limited colors.
- Ordered Bayer — Regular dot grid; ideal for tileable textures.
- Blue Noise — Organic grain on photographs used as texture sources.
- Burkes / Jarvis-Judice-Ninke (Pro) — Finer error diffusion for hero assets.
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 EditorNeed full resolution? View Pro plans — $8/mo