Pixel Pilot
Native macOS pixel-art and sprite animation tool, built solo in SwiftUI and Metal. Free on the Mac App Store with a one-time Pro upgrade.
Outcomes
Shipped solo to the Mac App Store
1.0 release end-to-end: drawing engine, animation pipeline, app shell, icon, store metadata, and IAP.
Native, not a wrapper
Swift, SwiftUI, and Metal on a small in-house design system. No Electron, no web view, no subscription.
Cross-platform from one codebase
Same SwiftUI and Metal codebase ports to iPad with a touch-optimised toolbar and a shared file-picker abstraction.
Accessibility complete
Full VoiceOver labelling and keyboard coverage across every tool, layer, palette swatch, and timeline frame.
The story
Pixel Pilot is a native macOS pixel-art and sprite-sheet animation tool for game artists who want first-class tooling on the Mac. Drawing canvas, multi-frame animation, multi-layer editing with cel linking, tagged playback sequences, onion skinning, and a full export pipeline tuned for game engines. Built solo end-to-end in Swift, SwiftUI, and Metal.
The brief was simple: a small, fast, native app that respects the platform. No Electron. No web wrapper. No subscription. Free to start, with a one-time Pro upgrade for serious projects.
Drawing and animation
Custom canvas sizes from 8x8 up to 512x512 with presets for the common pixel-art ratios. A full pixel-art toolset (brush, eraser, fill, eyedropper, magic wand, line, rectangle, ellipse, move), all single-key bindings so artists stay on the canvas.
Multi-layer editing with cel linking lets a single piece of artwork live across many frames, so a static element only has to be drawn once. Tagged animation sequences support forward, reverse, and ping-pong playback with configurable per-frame durations, and onion skinning shows previous and next frames at adjustable opacity while drawing.
Document model and pipeline
Pixel Pilot saves to a .pixelpilot document bundle containing JSON
metadata and pixel data, with iCloud sync via Apple's ubiquity container so
projects move between devices. Standard macOS document behaviour is wired
in: open / save / recent files, unsaved-changes indicator in the window
title, warn-on-quit, and revert.
Imports include sprite sheets and Aseprite JSON, so existing work moves across cleanly. Exports cover PNG sequences, sprite sheets with configurable columns and spacing, and animated GIFs, plus engine-ready metadata for Godot and Unity.
Apple HIG and accessibility
The app is built on a small in-house design system (8pt grid spacing, semantic typography with Dynamic Type, semantic colours with automatic dark-mode support) and is fully VoiceOver-labelled across every tool, layer cell, frame cell, and palette swatch.
Cross-platform
Released on the Mac App Store (macOS 14+). iPad version is in active
development against the same SwiftUI codebase, with a shared FilePicker
abstraction handling open / save / export / directory-pick on both
platforms and a touch-optimised toolbar for the iPad workspace.
Highlights
- Native macOS, built in Swift, SwiftUI, and Metal (no Electron, no web wrapper)
- Solo end-to-end build, from engine and rendering through to App Store submission
- Document-based architecture with iCloud sync via Apple's ubiquity container
- Aseprite JSON import; PNG sequence, sprite sheet, GIF, and Godot/Unity metadata export
- Full Apple HIG compliance: VoiceOver, Dynamic Type, dark mode, full keyboard navigation
- Free to start (10 frames, 3 layers); one-time Pro upgrade for 10,000 frames and 100 layers, no subscription
Status
Live on the Mac App Store. iPad version in late development.