pixel art lint helps teams automate palette consistency, frame dimensions, and export quality from branch work through release. Install the CLI, run it locally, then reuse the same checks in CI so art changes surface with the same clarity as the rest of your automated tests.
Designed around real game dev needs: Godot textures, Aseprite exports, sprite sheets and animation frames. Notes on sprite hygiene Release roadmap.
Shared rules spell out what good looks like, rerun on every change, and give artists, coders, and reviewers one shared signal in local runs and CI.
Every run produces line-referenced feedback for palettes, frame dimensions, and sheet layout, readable in the terminal or CI logs.
Checks are aimed at real pipelines: textures and atlases in engines like Godot, exports from Aseprite, and sprite folders that stay consistent when someone branches or rebases.
Run it like any other linter before you push. Wire the same config into CI so artists, coders, and reviewers all see one verdict.
The pixel art lint CLI is implemented in the Rust programming language so you get a single native executable with fast cold starts and room to scale heavy checks across many cores.
Rust excels at tooling where throughput matters: compile once, ship compact binaries for Windows, macOS, and Linux, and use safe concurrency so image decoding and rule evaluation can scale across CPU cores on large sprite trees and atlases. The goal is predictable elapsed time when each push runs validation again across hundreds or thousands of PNGs.
If you want a Rust pixel art linter, a Rust CLI for game asset validation, or sprite checks for CI on one machine, the stack targets low startup cost, parallel work over large trees, and steady performance as rules grow. Use the same binary for local runs and for pinned jobs in CI.
Choose where palette truth lives for the repo: a Lospec JSON list, an Aseprite palette export such
as a .gpl saved from the editor, or colours read from a reference image (PNG) on disk. The
terminal wizard records that choice in pixel-art-lint.toml with the resolved swatch inlined for diffs
and for the same checks in CI.
Run pixel-art-lint init when you wire up a new tree: step
through the prompts, commit the generated config next to your sprites, and reuse the same binary in local
runs and pinned CI jobs.
We are still finalizing installers and tier details. Join the list on the download page, run pilots when available, and tighten rules as your pipeline matures. For team licensing, email pixelartlint@proton.me.