Bixel Slime Bixel Studio Handbook
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Bixel Studio > Handbook > Introduction
Chapter 01

Introduction

Welcome to Bixel Studio, the native macOS 2D game-asset and pixel art studio designed for speed, precision, and tactile creative joy.

What is Bixel Studio?

Bixel Studio brings the fluid elegance of modern Apple design to retro game asset creation. Built with a lightweight SwiftUI frontend, hardware-accelerated MetalKit rendering, and an ultra-fast headless Rust core, Bixel Studio delivers 60fps pan and zoom alongside pixel-perfect compositing.

Whether you are sketching a 16×16 character sprite, choreographing a smooth combat animation, or mapping out an entire RPG dungeon, Bixel provides dedicated workflows without context switching.

πŸ’‘
Architecture Contract: Swift sends high-level drawing commands; the Rust core processes entire buffers and composites whole frames directly into Metal GPU textures. This keeps drawing latency-free.

System Requirements

  • Operating System: macOS 13.0 (Ventura) or later (macOS Sonoma / Sequoia recommended).
  • Hardware: Apple Silicon (M1/M2/M3/M4) or Intel Mac with Metal support.
  • Toolchain: Xcode 15.0+, Rust toolchain (cargo), and XcodeGen.
Chapter 02

Quick Start

Get Bixel Studio up and running on your Mac in seconds by cloning the repository and running the automated start script.

Clone & Start

Clone the repository and launch the setup script directly from your terminal:

git clone https://github.com/ajithberlin/bixel-native.git cd bixel-native ./scripts/start.sh

Or run the complete one-liner command:

git clone https://github.com/ajithberlin/bixel-native.git && cd bixel-native && ./scripts/start.sh

This script executes the complete setup sequence automatically:

  1. Verifies that the Rust toolchain (cargo) and XcodeGen are installed.
  2. Sets up your local development environment file (.env.dev) if missing.
  3. Generates the Xcode project file (Bixel.xcodeproj).
  4. Opens the project in Xcode, ready to hit Cmd + R to run.
⚑
Terminal Build & Launch: To build and launch the app directly without opening the Xcode GUI, run:
./scripts/start.sh --run
Chapter 03

The Interface

A distraction-free, dark workspace engineered to keep your artwork front and center.

Bixel Studio Workspace Layout
Main workspace overview site/assets/screenshots/interface-overview.png

Workspace Zones

Zone Location Function
Top Bar Top Edge Project title, active zoom level, Undo/Redo triggers, and AI Assistant toggle.
Tool Rail Left Edge Single-click access to Pencil, Brush, Eraser, Line, Rectangle, Bucket Fill, and Eyedropper.
Canvas View Center Metal-accelerated pixel canvas supporting infinite pan, smooth zoom, and pixel grid snapping.
Timeline Dock Bottom Edge Animation frame reel, cel duration controls, Onion Skin toggle, and real-time playback.
Inspector Panel Right Edge Layer stack, blend modes, Color Disc palette, and tilemap inspector drawers.
Chapter 04

Gestures & Shortcuts

Fly through your workflow using fluid trackpad gestures and familiar single-key shortcuts.

Essential Shortcuts

Action Shortcut Description
Pencil Tool B or P Selects the single-pixel precision drawing pencil.
Eraser E Toggles the pixel eraser.
Bucket Fill G Flood fills contiguous color regions with active palette color.
Eyedropper I or Option + Click Samples pixel color directly under cursor.
Play / Pause Animation Spacebar Toggles playback of active animation loop.
Step Backward / Forward , and . Navigates one frame backward or forward along timeline.
Undo / Redo Cmd + Z / Cmd + Shift + Z Traverses non-destructive action history.
Toggle AI Panel Cmd + K Opens or closes the AI Studio Assistant drawer.
Chapter 05

Drawing Tools & Palettes

Everything you need to craft iconic sprites with authentic retro color fidelity.

Color Disc & Palette Presets
Procreate-style Color Disc & Palette Manager site/assets/screenshots/color-palette.png

Built-in Palette Presets

  • DB32 (DawnBringer 32): The beloved versatile 32-color palette for rich 16-bit RPGs and platformers.
  • PICO-8: The classic 16-color fantasy console palette, vibrant and high-contrast.
  • Game Boy (4-shade DMG): Authentic 4-color monochrome green tints for authentic 8-bit handheld nostalgia.
Chapter 06

Layers & Cels

Organize complex game characters, backgrounds, and visual effects with non-destructive layers.

Understanding Cels

In traditional animation and Aseprite terminology, an individual image at the intersection of a Layer and a Frame is called a Cel.

Each layer can have independent opacity, visibility toggles, and blend modes (Normal, Multiply, Screen, Overlay). Changes to one layer never contaminate the pixels of underlying layers.

Chapter 07

Animation Assist

Powerful timeline controls, onion skinning, and frame tagging make frame-by-frame animation effortless.

Animation Timeline
Timeline with Frame Tags & Onion Skinning site/assets/screenshots/animation-timeline.png

Onion Skinning

Turn on Onion Skinning (O) to see ghosted outlines of previous frames (tinted red) and upcoming frames (tinted blue). You can configure the number of ghosted frames and their opacity to achieve pitch-perfect motion curves.

Chapter 08

Tilemap Designer

Design interactive 2D levels and export directly to Tiled JSON format for Godot, Unity, or custom engines.

Tilemap Designer
Grid-based Tilemap Level Editor site/assets/screenshots/tilemap-editor.png

Features

  • Autotiling: Automatically calculate corners, edges, and inner turns for terrain, cliffs, and water.
  • Layer Hierarchy: Separate collision boundaries, background terrain, decorative foliage, and entity spawn markers.
  • Tiled Interop: Load and save directly to standard Tiled JSON maps without data loss.
Chapter 09

AI Studio Assistant

Embed an intelligent assistant powered by OpenRouter or ChatGPT Codex right inside your creative process.

AI Studio Assistant Drawer
AI Co-Pilot Panel with Skill Commands site/assets/screenshots/ai-panel.png

AI Skills & Slash Commands

Type / in the AI prompt box to trigger dedicated game-asset skills:

Skill Function
/spritesheet Generates a multi-frame character animation grid, sliced into frames.
/next_frame Inspects current canvas cel and predicts the next animation frame.
/color_reduce Quantizes an imported image into strict retro palette limits (e.g. 16 colors).
/remove_bg Detects and removes background pixels to isolate sprites cleanly.
Chapter 10

Export & Pipelines

Export game-ready assets directly into your preferred game engine.

Supported Export Formats

  • Spritesheet PNG + JSON Atlas: Generates packed texture atlas with frame coordinate metadata.
  • Animated GIF: Looping animation preview ready for Discord, Twitter/X, or portfolio showcases.
  • PNG Sequence: Numbered individual frames (frame_000.png, frame_001.png).
  • Tiled JSON Map: Native level export ready to drag straight into Godot 4 or Unity.