Image Resize for Designers

Resize a hero or a thumbnail to exact pixel dimensions, with export to JPG / PNG / WebP.

Every visual artefact you ship has a tool behind it. The tabs that do not need a design system: a drop-resize-compress loop before a hero lands, a QR for a poster, a swatch you picked off a screenshot. All of those happen in your browser, so the artefacts never leave the machine you are sitting at.

Open the Image Resize →

What it does for Visual designers and brand teams

How to use it

  1. Drop the source image. Width and height populate automatically so you can decide whether you are scaling up, down, or cropping to fit.
  2. Pick the output format and quality. WebP at quality 80 is usually indistinguishable from the source and a third of the size.
  3. Download the result. The page also shows a side-by-side size comparison so you can see whether the savings were worth it.

Other tools Designers reach for

Common questions

Should I export the artboard at 2x and let the browser downscale it?

Only when the image is displayed near its natural size on a high-density screen, and only when you can afford the weight. A 2x file shown at half size on a phone is bytes the visitor pays for; a 1x file stretched onto a retina display is soft. Serve the right one rather than the largest one.

Can I enlarge a small logo to fill a hero slot?

You can, but it will look like it: enlarging interpolates pixels that were never captured. Redraw the mark as vector if it is a logo, or find the original asset - a resized thumbnail is not a substitute for a source file, and the softness will be blamed on the build rather than the source.

How do I resize a comp for client review without distorting it?

Resize by a single percentage with the aspect ratio locked, or crop deliberately and say which edge you cut. A comp squeezed to fit a slide is the version the client remembers, and the next round of feedback will be about shapes that were never wrong.