#What you'll learn
- The rules each platform preset enforces (size, safe area, transparency, formats) and how the checks decide.
- How Pixxkit keeps pixel art crisp at every size, and what that means for the art you give it.
- Exactly what every export ZIP contains, so you can upload or script around it.
- How the email and press kit outputs are built, and how to adapt them.
- How a project is stored, and how to run Pixxkit as one step in a bigger pipeline.
#Before you start
- Read Pixxkit — Intermediate first: layouts, per-asset tweaks, badges and UI frames are assumed.
- Have your final brand in place. Advanced work is mostly about checking, exporting and wiring Pixxkit into your pipeline.
#How-tos
#How to make every required asset pass the checklist
- Click Checklist in the top bar. Required sizes are marked; Steam alone has seven required ones (Header, Small, Main and Vertical capsules, plus the Library capsule, hero and logo).
- Open each platform. A red ✕ is an error that must be fixed, a yellow ! is a warning.
- Click a row to open that asset and read Checks on the right.
- Fix errors first: wrong size, transparency the store rejects (This store does not accept transparency.), or missing transparency where it is required (the Steam library logo must be a transparent PNG).
- Then fix warnings: items crossing the safe area, text or logos too small at list size, a Steam capsule without the logo.
#How to keep art razor sharp
- Give Pixxkit art at its native pixel size. Don't upscale it yourself first.
- Pixxkit scales art only by whole numbers (or by 1/2, 1/3… when it must shrink), so every pixel stays a square.
- Backgrounds (gradients, stars, patterns) are drawn on a coarse pixel grid sized to the asset, then enlarged by a whole number, so they match the pixel art instead of looking smooth.
- Resize layers with − / + in Selected or the + / - keys: they move in whole steps for the same reason.
- Very large presets (like the 3840×1240 library hero or 4K console key art) preview at 1/2 or 1/3 size to stay fast. The export is always full size.
#How to export a whole platform for upload
- Click Export and open Platform ZIP.
- Pick the platform and click Download ZIP. Each file is named <game>_<template>_<width>x<height>.png (or the format the preset allows).
- Use Everything to get all 46 templates in one ZIP, in folders by platform.
- Presets that only accept certain formats (for example the Steam library logo, PNG only) ignore other format choices.
#How to build the logo pack
- Click Export the logo pack… in Brand → Logo, or Export → Logo pack.
- The ZIP contains:
- logo/<game>_logo_1x.png up to 8x, in your chosen style.
- logo/styles/<game>_<style>.png for every logo style, scaled up to about 640 px wide.
- icons/<game>_icon_<size>.png app icons and icons/favicon.ico (16, 32 and 48 px inside one file).
- The Steam library logo (transparent) in logo/.
#How to adapt the launch email for your mail service
- Open Templates → Email and pick a template.
- Edit Subject, preview text, headline, Paragraphs (one per line), Bullet points (one per line) and Button text on the right.
- Click Export email…. You get <game>_<template>_email.html plus <game>_email_header.png.
- Upload the header image to your mail service, then point the HTML's header.png image at it.
- The HTML is a 600 px wide table layout with inline styles, a hidden preview line and a button that works in every common mail app. It contains a {{unsubscribe_url}} placeholder: replace it with your service's unsubscribe tag (for example *|UNSUB|* or {{ unsubscribe }}).
#How to customise the press kit
- Fill Brand → Game and Press & links completely: description, features (one per line), website, store page, press email and social links.
- Open Templates → Press kit → Press kit page and read what is still missing.
- Export press kit… writes a ZIP with index.html (the press page), factsheet.txt, images/ (press key art, header and vertical capsules), screenshots/, logos/ and gifs/<game>_teaser.gif.
- Host the folder as-is on your own site, or edit index.html before uploading.
#Workflows
#Asset pipeline with a quality gate
- In Flow, map: Pixxava (character) → Pixxani (animation) → Pixxkit (store art).
- Add a quality check on the animation step so only clean art reaches Pixxkit.
- Each run's Pixxkit step opens with the newest animation loaded; export the platform ZIP and Send result to Flow.
- When the animation changes later, the Pixxkit step is marked Needs re-run so nobody ships old art.
#One brand, several games
- Build the first game's kit, then Cloud → Save as a new cloud project.
- Start the second game from New kit, or open the first and save it under a new name, then swap name, art and colours.
- Keep shared pieces (a studio font, a UI frame, a palette) in your Pixx library so every kit can pull them in.
#Hand the brand to the rest of the suite
- Send to App offers The brand colours (palette), The logo (image), This asset (image) and the Animated teaser (frames), plus a platform's assets as a pack.
- Send the palette to Pixxivi or Pixxulo so in-game art uses the same colours.
- Send the logo to Pixxizi for your game's title screen.
#Tips and shortcuts
- A design stores only your changes (moves, zoom steps, text, hidden layers, options and extra layers). That is why a brand change never wipes your tweaks.
- Palette roles are automatic: darkest → background, calm darks → mid and light, lightest → text, most saturated → accents. Override any role with its dropdown.
- Fonts come from three places: the six Pixxkit classics (capital letters only), the shared Pixx font library, and fonts imported from your library (saved inside the kit).
- Uploaded art is kept in your browser if it fits, and always inside the cloud project. Use Download project (.zip) for an offline copy.
- A cloud project is a ZIP with project.json (brand, designs, fonts, UI frames) and assets/<id>_<frame>.png for every picture and animation frame.
- Animated exports take 4–48 frames and a delay of 40–500 ms. Large sizes are scaled down by a whole number to keep the GIF small.
#Troubleshooting
- The library hero fails with "must not contain the logo or text". Hide the logo, tagline and badge layers on that asset; Steam draws its own logo on top.
- An App Store or Google Play icon is rejected. Those presets don't allow transparency. Keep the background layer visible.
- The teaser GIF is huge. Use fewer frames, a longer delay, or export the teaser from a smaller template (the X post template is a good size).
- My imported font shows boxes for some letters. The font has no glyphs for those characters. Add them in Pixxypo and import it again.
- The press kit page has empty sections. Fill Press & links and add screenshots; empty fields are left out of the page.
- Art looks softer than expected. The source was probably upscaled before import. Re-export it at 1× from the app that made it.
#Related guides
- Pixxkit — Beginner · Pixxkit — Intermediate
- Pixx Flow · Send to App · Your Pixx library
- Pixxizi for game packaging · Pixxypo for fonts