What it does
Divides a single bitmap into equal rectangles and saves each as PNG. Use it for texture atlases, pixel-art tilesets, and UI strips after you have aligned art to a strict grid.
tool / imaging
Cut one image into a uniform grid. Choose rows × columns or a fixed tile width and height in pixels. Each cell becomes its own PNG download.
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PNG, WebP, JPEG, GIF, BMP — one sheet at a time.
Divides a single bitmap into equal rectangles and saves each as PNG. Use it for texture atlases, pixel-art tilesets, and UI strips after you have aligned art to a strict grid.
Sprite sheets often contain unreleased game or product art. Processing locally avoids cloud OCR and converter retention policies. Pair with our WebP optimizer if you need lighter tiles after slicing.
The classic case: you bought or downloaded a tileset packed as one big PNG, but your engine or level editor wants individual files. Point the slicer at it, set the tile size the pack documents (16, 32, and 48 px are the usual suspects), and you're done in one click instead of thirty crop-exports in an image editor.
It also earns its keep on character animation strips — a run cycle laid out as one row of frames slices cleanly with 1 row × N columns. And if you're migrating a web project away from CSS sprite sheets to individual assets, this turns the old sheet back into source files.
Each tile downloads as name_r0_c0.png, name_r0_c1.png, and so on — the original
filename plus row and column, counted from the top-left. The predictable pattern means a build script or
engine importer can pick the files up without renaming anything. A 4×4 grid gives you 16 files; the status
line confirms the count when the export finishes.
// huntermussel
HunterMussel designs automation for asset pipelines, approvals, and releases — so creative files move from art to production without manual bottlenecks.
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