Why AI pixel art is not pixel art
Image models do not draw on a pixel grid. They paint something that looks like pixel art from a distance at a high resolution. Zoom in and the "pixels" are different sizes, the edges are soft, and a sprite that should use 16 colours uses thousands. In a game this shows as blurry sprites, shimmering when they move and colours that never quite match the rest of your art.
How the fix works
Find the hidden grid. Every colour change in fake pixel art sits on the grid the model was imitating. The tool measures where the edges are, tries the grid sizes they line up with, rebuilds the picture on each and keeps the largest size that still matches. That gives the real pixel size even when it is not a whole number, such as 7.6 screen pixels per art pixel. Rebuild real pixels. Each cell becomes one flat colour, taken from its middle where the blur is weakest. Clean the colours. Reduce to a number of colours picked from the art itself, or map everything to a classic palette such as PICO-8, Sweetie 16, Endesga 32 or Game Boy so all your sprites share one set of colours.
Using the result
Download at 1× for your game and let the engine scale it with nearest-neighbour filtering. In Godot set the texture filter to Nearest, in Unity set Filter Mode to Point and Compression to None. Download at 4× or 8× for store pages and social posts.
Is my image uploaded?
No. Everything happens in your browser.