Home

Tilesets

Tilesets are collections of small images used to create larger 2D scenes in video games. Each image, or tile, represents a uniform square or rectangular region of the game's world. Tilesets are typically arranged in a single image known as a tile atlas or in a grid within a sprite sheet. A tilemap uses these tiles by referencing their positions in the tileset to assemble a level layout. Common tile sizes are 8x8, 16x16, and 32x32 pixels. Tilesets may include margins and spacing to separate tiles and prevent sampling artifacts.

Tilesets can carry metadata such as collision shapes, terrain types, or animation data. Some tiles are animated

Tilesets are supported by level editors and game engines. They often come with formats for the image

Workflow notes: import the tileset image, configure tile size and spacing, and define any margins; create a

Tilesets have been central to 2D game development since the 1990s, enabling efficient reuse of artwork and

by
cycling
through
multiple
frames;
other
tiles
are
static.
Many
games
use
terrain
rules
or
autotiling
to
decide
which
tile
to
place
based
on
adjacent
tiles,
creating
coherent
borders
and
transitions.
and
for
the
tile
data,
such
as
JSON
or
XML
describing
tile
size,
spacing,
and
per-tile
properties.
Popular
tools
include
Tiled,
and
engines
such
as
Unity's
Tilemap
system,
Godot's
TileMap,
and
various
RPG
makers.
Tile
assets
are
commonly
stored
as
PNG
images.
tilemap
by
painting
tiles
in
the
desired
layout;
assign
collision,
room
transitions,
or
other
properties
to
individual
tiles
as
needed.
Rendering
performance
is
aided
by
using
a
single
texture
atlas
and
batching
draw
calls;
large
or
multiple
tilesets
may
require
careful
memory
management.
flexible
level
design.
They
remain
a
core
concept
across
modern
tools,
supporting
both
classic
grid-based
games
and
more
complex
tile-based
systems.