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Pixx Suite

Build · Store & marketing kit maker · Advanced

Pixxkit — Advanced

Power use of Pixxkit: platform rules and checks, crisp scaling, the export ZIP layouts, email HTML, press kits, project files and batch-ready pipelines.

Open Pixxkit

#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

  1. 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).
  2. Open each platform. A red ✕ is an error that must be fixed, a yellow ! is a warning.
  3. Click a row to open that asset and read Checks on the right.
  4. 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).
  5. 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

  1. Give Pixxkit art at its native pixel size. Don't upscale it yourself first.
  2. Pixxkit scales art only by whole numbers (or by 1/2, 1/3… when it must shrink), so every pixel stays a square.
  3. 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.
  4. Resize layers with − / + in Selected or the + / - keys: they move in whole steps for the same reason.
  5. 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

  1. Click Export and open Platform ZIP.
  2. Pick the platform and click Download ZIP. Each file is named <game>_<template>_<width>x<height>.png (or the format the preset allows).
  3. Use Everything to get all 46 templates in one ZIP, in folders by platform.
  4. Presets that only accept certain formats (for example the Steam library logo, PNG only) ignore other format choices.

#How to build the logo pack

  1. Click Export the logo pack… in Brand → Logo, or Export → Logo pack.
  2. 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

  1. Open Templates → Email and pick a template.
  2. Edit Subject, preview text, headline, Paragraphs (one per line), Bullet points (one per line) and Button text on the right.
  3. Click Export email…. You get <game>_<template>_email.html plus <game>_email_header.png.
  4. Upload the header image to your mail service, then point the HTML's header.png image at it.
  5. 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

  1. Fill Brand → Game and Press & links completely: description, features (one per line), website, store page, press email and social links.
  2. Open Templates → Press kit → Press kit page and read what is still missing.
  3. 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.
  4. Host the folder as-is on your own site, or edit index.html before uploading.

#Workflows

#Asset pipeline with a quality gate

  1. In Flow, map: Pixxava (character) → Pixxani (animation) → Pixxkit (store art).
  2. Add a quality check on the animation step so only clean art reaches Pixxkit.
  3. Each run's Pixxkit step opens with the newest animation loaded; export the platform ZIP and Send result to Flow.
  4. When the animation changes later, the Pixxkit step is marked Needs re-run so nobody ships old art.

#One brand, several games

  1. Build the first game's kit, then Cloud → Save as a new cloud project.
  2. Start the second game from New kit, or open the first and save it under a new name, then swap name, art and colours.
  3. 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

  1. 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.
  2. Send the palette to Pixxivi or Pixxulo so in-game art uses the same colours.
  3. 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.