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Learn the full 2D Tiler workflow.

Use these guides to create projects, paint maps, manage tilesets and terrain rules, edit pixel assets, import palettes, generate AI asset drafts, and export files for game engines.

Core guides

Build from first map to final export

Follow these guides in order for a complete production pass, or jump directly to the tool you need.

Workflow path

A practical way to learn the editor

1. Create the project

Start with a native project, choose a grid, and add the first map and tileset.

2. Build the map

Paint layers, place object metadata, configure terrain rules, and use shortcuts while iterating.

3. Refine assets

Adjust pixel art, import palettes, and explore AI-generated drafts for missing asset ideas.

4. Export the pipeline

Save native backups, export the active map or tileset, and review the result in your target engine.

FAQ

Common questions from game developers

What is 2D Tiler built for?

2D Tiler is built for creating layered maps, managing tilesets, editing pixel assets and palettes, generating asset drafts, and exporting production files for 2D games.

Is it free and open source?

Yes. The editor is free to use and open source under the MIT license.

Can I export to Godot, Unity, or Tiled?

Yes. 2D Tiler includes engine and tool exports for Godot, Unity, Tiled, GameMaker, Defold, Phaser, tIDE, Mappy, raster images, and native files.

Does it replace every art tool?

It is meant to cover common day-to-day map, tileset, palette, image-editing, and export work. Specialized art pipelines can still use external tools alongside native imports and exports.