Agent skill · design visual · erichowens

pixel-art-scaler

Deterministic pixel art upscaling using EPX/Scale2x, hq2x/hq4x, and xBR algorithms that add valid sub-pixels through pattern recognition. Activate on 'pixel art scaling', 'EPX', 'Scale2x',

Why this skill is useful

Provides detailed knowledge on deterministic pixel art upscaling algorithms that the AI wouldn't reliably generate on its own.

What it needs

About 5k tokens when loaded. Last updated 2026-07-14. 180 stars on the source repository.

What this skill does

Pixel Art Scaler Deterministic algorithms for upscaling pixel art that preserve aesthetics by adding valid sub-pixels through edge detection and pattern matching. When to Use ✅ Use for: Upscaling retro game sprites, icons, and pixel art 2x, 3x, 4x scaling with edge-aware interpolation Preserving sharp pixel art aesthetic at higher resolutions Converting 8x8, 16x16, 32x32, 48x48 pixel art for retina displays Comparing deterministic vs AI/ML approaches ❌ NOT for: Photographs or realistic images (use AI super-resolution) Simple geometric scaling (use nearest-neighbor) Vector art (use SVG) Text rendering (use font hinting) Arbitrary non-integer scaling (algorithms work best at 2x, 3x, 4x) Core Algorithms 1. EPX/Scale2x (Fastest, Good Quality) Best for: Quick iteration, 2x/3x scaling, transparent sprites How it works: Examines each pixel and its 4 cardinal neighbors (N, S, E, W) Expands 1 pixel → 4 pixels (2x) or 9 pixels (3x) using edge detection Only uses colors from original palette (no new colors) Handles transparency correctly When to use: Need fast processing (100+ icons) Want crisp edges with no anti-aliasing Source has clean pixel boundaries Transparency preservation is critical Timeline: Invented by Eric Johnston at LucasArts (~1992), rediscovered by Andrea Mazzoleni (2001) 2. hq2x/hq3x/hq4x (High Quality, Slower) Best for: Final renders, complex sprites, smooth gradients How it works: Pattern matching on 3x3 neighborhoods (256 possible patterns) YUV color space thresholds for edge detection Sophisticated interpolation rules per pattern Produces smooth, anti-aliased edges When to use: Final production assets Source has gradients or dithering Want smooth, anti-aliased results Processing time is acceptable (~5-10x slower than EPX) Timeline: Developed by Maxim Stepin for emulators (2003) 3. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills erichowens/pixel-art-scaler

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