Quickstart: your first scene
This walkthrough takes a single scene from a flat image to a finished, layered PSD — running every step once and taking the defaults the whole way. You will upload a scene, let the AI find its objects, accept each step's default, and export a layered Photoshop file you can open in any tool. Set aside about 15 minutes.
New to the product? What is Pixploder explains the pipeline first.
Note. A few steps call the AI and spend credits — detecting objects and rebuilding the background. Each AI button shows its price before you click. On the Free plan, top up with a credit pack first; see Credits & plans.
Tip. This run uploads a PNG or JPG. Two shortcuts you can take instead: describe a scene under Generate a scene with AI in Step 1 to have the AI make one, or use Or import a layered PSD to bring finished layers, which jumps straight to Step 5 · Mask Sprites.
The walkthrough
- Upload your scene. On Step 1 · Generate or Upload, drag a PNG or JPG onto the drop zone that reads
Upload your 2D game art, or click it to browse. Your scene fills the canvas and the right panel becomesSource Art Review, showing the image's pixel dimensions.

- Continue past the review. In
Source Art Review, clickContinue to Extend Canvas. Your scene stays exactly as-is; you are just moving to the next step. - Leave the canvas as it is. Step 2 · Extend Canvas is optional, and a first scene rarely needs more room. Don't drag any handles — just click
Continueto move on to Step 3 · Locate & Segment. - Find the objects. On Step 3 · Locate & Segment, click
Find Objects. The AI reads the scene and lists every object it finds, each with a tag and a mask outlined on the canvas. This spends a credit; the price is on the button.

- Confirm the detected objects. The defaults are fine for a first pass — you can refine masks later. Click
Confirm & Proceedto move to Step 4 · Background. - Rebuild the background. On Step 4 · Background, click
Generate take. The AI lifts your objects out and repaints what was behind them, dropping a thumbnail into theTakesstrip. Generate a couple, then click the thumbnail you like best to put it in use — the tile reads✓ In use. ClickContinue to Mask Sprites. - Approve your sprites. On Step 5 · Mask Sprites, every object you detected is now a sprite keyed to clean alpha. Accept the default key for a first pass, then click the ✓ approve toggle on each sprite you want to keep. Only approved sprites carry through to the export. Click
Continue to Shadow. - Keep the automatic shadows. On Step 6 · Shadow, a soft contact shadow is fitted under each sprite to ground it. Leave the defaults untouched and click
Continue to Repixelizeto reach Step 7 · Harmonize. - Harmonize and move on. On Step 7 · Harmonize, the AI-filled areas are healed to match your art. Keep the default settings, then click
Continue to Reconstruct & View. - Preview the diorama. On Step 8 · Reconstruct & View, your finished layers are staged in a live 2.5D diorama. Drag it to orbit and check that every piece sits where you expect.
- Export a layered PSD. In the
Exportpanel, clickExport PSD (layered Photoshop). Pixploder builds the file and your browser downloads it — groups as folders, every sprite a positioned layer with its shadow baked in, and the rebuilt background underneath.

Where to go next
You now have a game-ready, layered file. Open it in Photoshop, Krita, or anything that reads PSD, and each sprite is already isolated and positioned.
Want a Unity package, a sprite sheet, or a JSON scene instead? They all build from the same Step 8 snapshot, so they always agree with your PSD — see Export formats.
Tip. Ready to go deeper than the defaults? Each step has its own guide — start with Step 3 · Locate & Segment to sharpen detection, or Step 4 · Background to master takes and region touch-ups.