UI Packs

Dusk Leaderboard

12 pixel art leaderboard and achievement widgets for dark interfaces — night-violet with amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • leaderboard
  • scoreboard
  • achievement
  • ranking
  • trophy
  • pixel
  • pixel art
  • pixel art
  • retro
  • 2d
Sheet showing 12 pixel art leaderboard and achievement widgets from the Dusk family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1032 previewtransparency shown as checkerboard

About this pack

Dusk Leaderboard is a set of 12 leaderboard and achievement widgets drawn in the pixel art style, where every corner is a staircase of whole pixels and nothing is anti-aliased. It contains three place rows and a plain row, a highlighted row for the player, a three-place podium, a locked and an unlocked achievement plate, an achievement progress bar, two rarity strips and an achievement showcase shelf.

Gold, silver and bronze are the obvious way to draw the top three and they are also the one palette a game cannot control: the moment your interface accent is warm, the gold row stops reading as first place and starts reading as selected. And the row a player actually looks for is their own, which is never in the top three.

The outline steps in 4px units and shading is a Bayer dither rather than a gradient, so the set survives being scaled by an integer factor — which is the only way pixel art can be scaled without turning to mush.

Inside that style this is the Dusk reading of it: a dark interface on a night-violet palette with amber accents, built around a header band across the top of the frame, square-cornered buttons at 96x32, tick-marked bars divided into 6 segments, and solid icons on a 16px grid. Those measurements are why two families can share an art style without being interchangeable: the style decides how an edge is drawn, the numbers decide what the interface is for.

Place is carried by the width of the rank block on the left, stepping down from first to third, so the podium order is legible before any number is read and stays legible in whatever colour the family uses. The player row is different again: it is the only row drawn with a full outline, which is what lets it be found by scrolling rather than by reading. Achievement plates lock and unlock by structure, since the locked plate keeps its frame and empties its field, so a shelf of achievements has a shape before any of them are earned.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x, so you can drop the PNGs straight into an engine or open the vector and change a colour. Built to the same measurements as the rest of the Dusk family, which means this kit and the Dusk panel kit line up without either being resized. A good fit for pixel-art games.

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Download ZIP44 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP44 kB Get →
Leaderboard row, place 1, editable SVGSVG2.8 kB Get →

How to use it

  1. Use the place rows for the top three and the plain row for everything below; the rank block width is the signal and it should not be overridden.
  2. Draw the player row wherever they actually rank rather than pinning it to the top. It is outlined so it can be found mid-list.
  3. Leave the locked achievement plate in place instead of hiding unearned entries. The empty field is drawn to hold your own icon at the same size the unlocked one uses.
  4. The rarity strip is a proportion, not a tier: a short strip means few players have it. Feed it your real completion percentage rather than a rarity name.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Dusk Leaderboard" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/dusk-leaderboard