Tile Size Calculator

Calculate how many tiles fit in a screen size (e.g., 16×16 tiles on a 1920×1080 screen). Perfect for platformers or top-down tile-based games.

Input

Results

Tiles Horizontally
120
Screen width divided by tile width
Tiles Vertically
67.5
Screen height divided by tile height
Total Full Tiles
8100
Whole tiles that fit completely (floor of horizontal × floor of vertical)
Partial Tiles
60
Tiles that would be partially off-screen

How to Use the Tile Size Calculator

1. Enter Screen Dimensions

Input your game's screen resolution (e.g., 1920×1080 for Full HD). This represents your playable area.

2. Set Tile Size

Enter your tile dimensions in pixels (e.g., 16×16 for classic pixel art or 32×32 for higher resolution).

3. View Results

See instantly how many tiles fit horizontally and vertically, plus partial tiles at the edges.

4. Adjust as Needed

Experiment with different tile sizes to find the perfect balance for your game's aesthetic and performance.

Why Use This Tile Calculator?

Perfect Pixel Alignment

Ensure your tile grid aligns perfectly with your screen resolution to avoid rendering artifacts.

Optimize Level Design

Plan your game levels with exact tile counts for consistent gameplay across all screen sizes.

Visual Feedback

See a scaled representation of how your tiles will actually appear on screen.

Save Development Time

Quickly test different tile sizes without manually counting pixels in your game engine.

Frequently Asked Questions

What's the difference between full and partial tiles?

Full tiles fit completely within your screen dimensions. Partial tiles would be cut off at the edges, which you may need to account for in your game design.

Should I avoid partial tiles in my game?

Not necessarily! Partial tiles can be handled by either extending your play area slightly, implementing camera scrolling, or designing levels that don't use the very edges.

What tile sizes work best for pixel art games?

Common sizes are 16×16, 24×24, or 32×32 pixels. Smaller tiles offer more granularity but require more assets. Larger tiles are easier to work with but may look less detailed.

How does this relate to game camera systems?

Your tile grid should work with your camera system. For example, if your camera follows the player, you might want whole numbers of tiles to avoid jittery movement.

Can I use this for isometric or hexagonal grids?

This calculator is designed for rectangular grids. Isometric and hexagonal tiles require different calculations due to their overlapping nature.

Visualization

This scaled-down representation shows how your tiles would fit on the screen:

Note: The visualization is scaled down to fit your screen while maintaining proportions.