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As for point filtering, that's something that your graphic engine would have to handle, but for texturing, you may want to split up your UV areas by color to keep your painting from blending together. You can mask off contiguous UV areas to keep materials from spilling over from where you're painting.
If you want to make a single UV area look like a mix of pixelated colors, you could paint the texture in some other app that can handle pixel art and import it to Substance Painter if you like, but...
Substance Painter is great for painting realistic-looking textures, but if all you want is pixel-style textures, you may want to look for a much cheaper app.