Drop in a scan, a render, an export from anywhere. Glyva finds the rows, traces every character to curves and puts it in the slot it belongs in — and from there it is a font editor, with pixel grids, icon sets, anchors, metric keys and an export your engine reads.
Free · open source · nothing to install · your files stay on your machine
Drop in a specimen sheet — a scan, a render, an export from anywhere — and every character lands in its own slot.
Shapes it could not place wait in a panel beside the grid; drag one onto the character it belongs to.
Spacing and kerning are not in a picture, so they are not in the result. What you get is the drawing, cleanly traced, ready to space.
A real pixel grid, not a preview. Draw on it, and every outline stays on it — so the font is still sharp at 1× and still correct at 4×.
Bring SVG icons in, fit them to the metrics, and map them into the Private Use Area. Export the name map alongside, so the icons have names in your code instead of hex.
Mark once, compose the whole accented set. The diacritic follows the anchor, so fixing the base letter fixes every character built on it.
Give a sidebearing a name and reuse it. Change the key, and every character holding it moves together — the spacing stays a decision instead of a hundred numbers.
The ordinary work of a typeface, done ordinarily. Common Latin ligatures in one action; kerning by pair or by group.
A picture of an alphabet becomes an editable font. See section 01.
OTF, TTF and WOFF2 — for the website, the launcher, the credits, and everywhere outside the engine.
A command palette over every action, and a shortcut sheet that is not a lie. The mouse is optional almost everywhere.
Every engine below takes a font file and turns it into a texture anyway — baked at import, rasterised at runtime or handed to a canvas — so the only question is who drew that texture.
The atlas exporter has eight presets. Each one sets the descriptor format, the distance-field range and the layout that engine’s loader expects, so what comes out is what that loader was written to read.
Descriptor as classic text .fnt or as XML, whichever your loader parses.
Glyva is free and open source under the GPL, built on Glyphr Studio 2 (opens in a new tab) by Matthew LaGrandeur, and it keeps his licence and his name on it.
Everything this page is about was built on top of that base: the specimen importer, the atlas exporter and its eight presets, pixel grids, icon and PUA sets, anchors and metric keys. That work is Blue Rain’s, and it carries the same licence.
It runs entirely in your browser. Projects are files on your machine, in a format you can read, and the fonts you export carry no mark of the tool that made them. Nothing here holds your work hostage.
Yes. Glyva finds the rows, traces every shape and puts each one in its slot. Spacing is not in a picture, so what you get is the drawing, ready to space.
OTF, TTF and WOFF2 — plus a packed texture atlas, bitmap or MSDF, with the descriptor as .fnt or XML.
Eight presets: Generic BMFont, Phaser 3, PixiJS, Godot 4, Unity (TextMeshPro), LÖVE (Love2D), Defold and libGDX.
Yes, on a real pixel grid rather than a preview of one — so the face is still sharp at 1× and still correct at 4×.
Bring SVG icons in, fit them to the metrics and map them into the Private Use Area. The name map exports alongside.
Nothing. It is free and open source under the GPL, it runs in your browser, and projects are files on your machine.
No account, no download, no trial. The editor is a URL.
© 2026 Blue Rain Studio. All rights reserved.
Glyva — a font editor for game developers, by Blue Rain. Free and open source.