Pixel Art

Also called: 8-bit UI, 16-bit, Retro Game UI, Pixel UI

A console game as an interface: pixel fonts, notched pixel borders, a 16-colour palette, chunky bevels and blocky sprites on a sky-blue level.

“8-bit”Retro & NostalgiaEra: 1985–1995 consoles, revived by indie gamesPlayfulNostalgicFriendlyBold
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pixel-art / landingEN
pixel-art / landingTH

Design keywords

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pixel fontnotched pixel borderstepped box-shadow16-colour palettechunky beveldithered patternblocky clouds and heartscrisp jagged edges

Pixel Art makes every element look drawn on a low-resolution grid. Type is a bitmap face, borders are 4px blocks with the corners knocked out (stepped box-shadows, no radius), and surfaces get a one-pixel-step bevel — light on the top-left, dark on the bottom-right — like NES and SNES menus. Colour comes from a fixed 16-colour palette, gradients become dithered checkerboards, icons and charts render with crisp, jagged edges, and the backdrop is a sky with blocky clouds. Interactions are snappy: buttons hop up on hover and drop on press.

Best for

  • Indie games, game jams and launchers
  • Gamified learning and kids’ apps
  • Developer tools and hackathon sites with a playful voice
  • Achievement, quest and leaderboard screens

Avoid for

  • Long-form reading in pixel type
  • Luxury, finance and healthcare
  • Dense enterprise data tables
  • Brands that need a modern or premium feel

✓ Do

  • Keep borders, bevels and offsets on multiples of 2px (4px outlines, 8px drops) and spacing on a 4px grid
  • Use the 16-colour sweetie base palette plus the documented UI extras only (sky bg, contrast-safe success/warning, white fields, pale on-navy text, #566C86 drop); replace gradients with dithered checkerboards
  • Use the pixel font for display, labels and numbers, and a readable pixel-ish sans for paragraphs
  • Set shape-rendering: crispEdges / image-rendering: pixelated on icons, charts and sprites

✕ Don't

  • No border-radius, blur, soft shadows or smooth gradients
  • Don’t use thick borders with square corners and a flat drop shadow only — that is Neubrutalism
  • Don’t set paragraphs in Press Start 2P
  • Don’t use odd border or offset sizes that break the pixel grid (3px, 5px); keep them multiples of 2px
  • Don’t use neon glow, chrome or smooth sunset gradients — that is Retro-Futurism / Vaporwave

Not to be confused with

On mobile

Pixel UIs are born on small screens: keep 4px notched borders, make the tab bar a navy game HUD with a gold ▶ cursor on the active item, and turn progress into segmented health bars. Use 2× pixel scale (8px blocks) for touch targets so nothing gets fiddly.

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