pixel art lint is for teams tired of catching palette drift, wrong frame sizes, and sloppy exports in review, or worse, in the build. Install the CLI, run it locally, then reuse the same checks in CI so art regressions behave like test failures.
Designed around real folders and pipelines: Godot textures, Aseprite exports, atlas layouts, not abstract “quality” scores. Notes on sprite hygiene Release roadmap.
Manual review and throwaway scripts rot the moment someone ships a new export preset. Shared rules write down what “good” means, rerun on every PR, and stop palette mistakes before players ever see them.
Palette slips, wrong frame sizes, and messy sheets are the usual suspects when art breaks the build. Automation turns those into concrete failures with line noise, not vague “looks off” review rounds.
Checks are aimed at real pipelines: textures and atlases in engines like Godot, exports from Aseprite, and sprite folders that have to stay consistent when someone branches or rebases.
Run it like any other linter before you push. Wire the same config into CI so artists, coders, and reviewers all see one verdict, with no “works on my machine” for pixels.
These are the rule families on our public roadmap, not vaporware bullet points. Delivery order follows phased specs (palette and color integrity first, then tiles and sheets, then animation depth). Everything aims at failures teams already hit in production.
Lock colors to a declared palette, cap how many colors belong on a sheet, and keep character packs on the same swatch, so drift shows up as a diff, not a crisis in QA.
Validate dimensions, powers of two where you care, padding between frames, and accidental scaling, for fewer shader mismatches and “one pixel off” tile bugs.
Grid alignment, mirror policies across left and right sets, and optional tile text sanity, so atlases stay predictable when the engine imports them.
Contrast against backgrounds, lighting consistency against a profile, and optional golden PNG diffs, so visibility problems surface in CI instead of player reports.
Regex conventions per asset type, semver style manifests when frames change, and CI compares against main, so huge libraries don’t turn into naming spaghetti.
Edge and alpha checks, premultiplied vs straight mismatches, and export resolution vs declared pixel size, for fewer “looked fine in the editor” surprises at runtime.
Installers and tier details are still in motion. Join the list on the download page, run pilots when available, and tighten rules as your pipeline matures. Questions about team licensing? Email pixelartlint@proton.me.