Sprite Atlas Workbench
Pack PNG sprites into texture atlases with matching normal and emission maps on the same layout. Trim, pad and extrude frames, set animation pivots, preview animations, and export PNG pages with Phaser and Pixi metadata. Free, private and runs entirely in your browser.
How to use Sprite Atlas Workbench
- Import your diffuse PNG sprites, plus optional matching normal and emission maps (for example walk_01.png, walk_01.normal.png, walk_01.emission.png).
- Select each sprite to set its animation group and pivot point.
- Choose the page size, transparent padding and edge extrusion. The defaults are a good start, and cropped pages avoid wasting space.
- Pack, then inspect frame edges at up to 32x magnification and preview each animation to spot pivot drift.
- Download the ZIP with PNG pages and Phaser and Pixi metadata, and save the project JSON to make changes later.
What people use it for
- Packing frame animations for an indie 2D game
- Building lit sprite atlases with aligned normal and emission maps
- Exporting spritesheets for Phaser 3 or PixiJS
- Packing UI icons and art into a few texture pages
- Checking padding and edge extrusion to prevent texture bleeding
Frequently asked questions
Is Sprite Atlas Workbench really free?
Yes. It's free to use here in your browser and free to download. There's no account, trial or watermark.
Are my sprites uploaded anywhere?
No. All parsing, packing and downloads happen in your browser tab, and the page blocks the tool from making any network connection. Reloading or closing the tab clears the project.
What does it export?
A ZIP with the packed PNG pages for each map, a generic manifest, per-page Phaser JSON-hash and Pixi spritesheet metadata, and a README. Frame rectangles, trim offsets, original sizes and pivots are included.
Which game engines does it support?
The metadata targets Phaser 3.90 and PixiJS 8.1. The generic manifest can be read by other engines; check other engine versions yourself.
Can it pack normal and emission maps?
Yes. Companion maps that share a sprite's name and dimensions are packed into separate atlases using exactly the same frame positions, so lighting maps stay aligned with the diffuse sprites.
What are the limits?
Up to 256 sprites (768 files), 16 MiB per PNG, 64 MiB of source files in total, a 4096 px maximum page edge and up to 16 pages. 16-bit, interlaced and animated PNGs aren't supported.
Does it rotate frames or generate mipmaps?
No. Rotation is always off, and resampling and mipmap generation are left to your engine. Padding and edge extrusion reduce texture bleeding.
Can I save my work and continue later?
Yes. Save the project JSON (settings, names, pivots and fingerprints), then reselect the same original PNGs to relink them. You can also reopen the tool's own ZIP to reconstruct the sources.
Can I use it offline?
Yes. Click Download to save the tool as a single HTML file, then open it in a current desktop Chrome or Edge, with or without an internet connection.
Private by design
This tool is a single HTML file that runs entirely in your browser. The page that hosts it blocks every outgoing network connection from the tool, so the files you open are processed on your device and are never sent to AppKatz or anyone else. Download it once and it keeps working offline.
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