Workstation
Workstation & Pixel Tools
Master the 5-mode multi-viewport, 7 non-destructive pixel retouch tools, 12x Loupe, RGB/Luma histogram, and Tileset Studio.
The PixelForge Workstation (/editor/) combines real-time WebGL 2 procedural pixelation with non-destructive hand-pixeling, perceptual color science, and game-ready tilemap inspection in a single four-column layout.
4-Column Workstation Layout#
- Top Command Deck — Brand emblem, active file & resolution metadata, 5-Mode Viewport Switcher (
1–5),12× Pixel Loupe(L),1px & 16×16 Tile Grid(G), integer zoom controls, Undo/Redo, Local IndexedDB Workspace Save, and primary Export menu. - Far-Left Pro Tool Rail (
48px) — Quick toggles for the Studio Asset Drawer (Sources,20 Presets,Palettes & Harmony Lab) plus 7 Non-Destructive Pixel Retouch Tools and active paint swatch well. - Interactive Multi-Viewport Stage — Hardware-accelerated pan/zoom stage with floating Quick-Settings Pill, Contextual Brush/Edit Bar, Video Frame Transport, and 4-Up Snapshot Arena.
- Right 3-Tab Scientific & Game-Asset Inspector — Live RGB + Luminance Canvas Histogram, 4 Style Snapshot Slots (
A/B/C/D), and dedicated tabs forPipeline,Color & FX, andGame & Export.
5 Live Viewport Modes#
Switch viewports anytime from the Top Command Deck or with number keys 1–5:
| Shortcut | Mode | Purpose |
|---|---|---|
| 1 | Single Pixel Canvas | Distraction-free integer- crisp pixel output with full retouch tool support and optional 1px + 16×16 tile grid overlay. |
| 2 / C | Split Curtain (V / H) | Draggable before/after divider comparing raw high-res source against pixelated output. Click the orientation button on the quickbar to flip between Vertical and Horizontal split curtains. |
| 3 | Dual Sync Side-by-Side | Locked pan-and-zoom twin viewports displaying the original source on the left and the processed pixel art on the right simultaneously. |
| 4 | 4-Up Snapshot Arena | Renders 4 style configurations concurrently on the active image—either your saved Snapshot Slots A–D or 4 signature presets—so you can compare palettes, widths, and dithers side-by-side and load any quadrant in one click. |
| 5 | 3×3 Seamless Tile Wrap | Repeats your pixel output in a live 3×3 matrix with subtle tile-boundary guides so environment artists can inspect repeating textures and seamless edges immediately. |
7 Non-Destructive Pixel Retouch Tools#
Procedural shaders get an asset 95% of the way there; manual pixel artistry finishes the remaining 5%. PixelForge composites a non-destructive pixel edit layer directly over the live GPU output—meaning you can tweak contrast, swap palettes, or change dithering while preserving your hand-drawn pixel edits, or undo/clear strokes independently.
| Shortcut | Tool | Behaviour |
|---|---|---|
| V | Navigate / Pan | Drag to pan, scroll wheel to zoom around cursor. Hold Space while using any paint tool to pan temporarily. |
| B | Pixel Pencil (1px–4px) |
Continuous Bresenham pixel brush. Right-click or Alt+Click samples any pixel color on the fly. |
| E | Pixel Eraser (1px–4px) |
Default mode restores the underlying procedural GPU pixel cleanly; or paint true alpha transparency. |
| K | Flood Bucket / Global Swap | Contiguous 4-way flood fill. Hold Shift+Click to perform a Global Color Swap, replacing every matching pixel across the entire sprite at once. |
| U | 1px Bresenham Line | Crisp, jag-free 1px pixel-art line previewed live as you drag. |
| R | 1px Pixel Rectangle | Crisp 1px pixel-art bounding box previewed live for UI frames, windows, and mechanical edges. |
| I | Smart Eyedropper | Samples #HEX from the rendered pixel canvas into your active brush swatch. |
Note
Manual pixel edits automatically propagate into every export target—crisp PNG, Indexed-Color PNG, Clipboard Copy, 12× Loupe, Live Histogram, and Deduplicated Game Tilesets. If you change the output grid dimensions (Width / Block Size), edits reset cleanly for the new grid geometry.
12× Pixel Loupe & Telemetry HUD#
Press L to enable the floating 12× Pixel Loupe Magnifier. Hovering anywhere over the canvas displays:
- An ultra-sharp 11×11 neighborhood grid with center-pixel crosshair
- Exact integer pixel coordinates
(X, Y) - Exact
#RRGGBBhex code and perceptualOKLab (L, a, b)coordinates
The bottom Telemetry HUD also reports live WebGL 2 render latency in milliseconds, output dimensions, zoom factor, and clickable active palette swatches (Click = set paint color, Shift+Click = copy #HEX).
OKLab Procedural Harmony Generator#
Open the Palettes drawer (\ or palette icon on the left rail) to access the built-in Procedural OKLab Harmony Lab:
- Choose from 6 perceptual color-harmony models:
Analogous Ramp,Complementary Split,Split Triad,Triadic Arcade,Cyber Neon Ramp, andWarm-Cool Pixel Shift. - Tune Base Hue (
0°–360°), Swatch Count (4–32), Chroma (0.02–0.32), and Pixel-Art Hue Shift (automatically cooling shadows toward indigo and warming highlights toward gold). - Preview the live swatch strip, apply directly to your scene, or save to your persistent Studio palette library and export
.gpl(Aseprite / GIMP),.hex(Lospec), or.json.
Live Mirror-Deduplicated Tileset Studio#
Switch the Right Inspector to Game & Export to use the live Tileset Studio:
- Slice any scene into
8×8,16×16,24×24, or32×32game tiles. - Toggle Mirror X/Y/XY Flip Deduplication to collapse horizontally, vertically, and diagonally mirrored tiles into a single canonical tile entry.
- Inspect the live packed tile atlas preview canvas and real-time VRAM / Tile Count Savings Badge (e.g.
142 unique / 300 total (-53% VRAM)), then download a ready-to-load.zipcontainingtileset.pngandtilemap.json(with per-cell tile index andfx/fyflip flags for Godot, Tiled, Unity, GB Studio, or custom engines).
Keyboard Shortcuts Reference#
| Keys | Action |
|---|---|
| 1 2 3 4 5 | Switch Viewport: Single, Split Curtain, Dual Sync, 4-Up Arena, 3×3 Tile Wrap |
| V B E K U R I | Select Tool: Pan, Pencil, Eraser, Bucket, Line, Rectangle, Eyedropper |
| L / G / C | Toggle 12× Loupe / 1px & 16×16 Grid / Split Curtain |
[ ] (Shift for ±8) |
Decrease / Increase target pixel width |
| D / Shift+D | Cycle dithering algorithm (including Bayesian Posterior & 64×64 Blue Noise) |
| F / + / - | Fit to viewport / Integer zoom in / out |
| Ctrl+Z / Ctrl+Shift+Z | Multi-level Undo / Redo (prioritizes pixel strokes, then pipeline settings) |
| Ctrl+O / Ctrl+S | Open media files / Instant PNG download |
| </kbd> / / / T | Toggle Asset Drawer / Toggle Right Inspector / Toggle Dark & Light Theme |