Spritesheet Studio
Pack loose frames into one optimized spritesheet with a coordinate map, or slice a sheet back into frames — all in your browser.
Coordinate map
Drop a spritesheet to preview slice lines.
Frequently Asked Questions
What can I use Spritesheet Studio for?
Two things. Packing: drop in a set of individual sprite frames and combine them into a single spritesheet (texture atlas) with a coordinate map you can load straight into a game engine. Slicing: take an existing spritesheet and cut it back into separate frames, either on a fixed grid or by automatically detecting each sprite. Everything you make is yours to use, royalty-free.
Why pack sprites into a single sheet?
Game engines and browsers load one large image far more efficiently than dozens of small ones — fewer network requests and fewer texture binds on the GPU, which means faster load times and smoother frame rates. A spritesheet plus its coordinate map is the standard way to ship 2D art.
What coordinate map formats are supported?
The packer produces a JSON map in the widely supported hash layout (compatible with common engines and frameworks) as well as a CSS sprite stylesheet for web use. Each entry records the frame name, position and size, including trimmed source sizes when trimming is enabled.
How does auto-slicing work?
When you pick auto-detect, each connected island of non-transparent pixels is found and boxed individually, so sheets with irregularly placed or differently sized sprites are separated correctly without you specifying a grid. For evenly spaced sheets you can slice by exact cell size or by a number of columns and rows instead, with support for margins and spacing.
What can I export?
From the packer: the combined spritesheet as a PNG plus its coordinate map file. From the slicer: all frames bundled together as a ZIP of PNGs, or the frames strung together as an animated GIF preview. Every file is generated locally in your browser.
What is trimming and power-of-two output?
Trimming removes the empty transparent border around each frame before packing, so the sheet is as small as possible while the map preserves each frame's original size for correct placement. Power-of-two padding rounds the final sheet dimensions up to the nearest power of two (256, 512, 1024…), which some older engines and GPUs require for textures.
Is anything uploaded to a server?
No. The images you add are read, packed, sliced and exported entirely inside your browser — nothing is uploaded, stored or sent anywhere, so your assets stay private and the tool works even offline once loaded.