UI Packs

Dusk Modals

15 pixel art modal dialogs and system notices for dark interfaces — night-violet with amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • modal
  • dialog
  • confirm
  • notification
  • banner
  • pixel
  • pixel art
  • pixel art
  • retro
  • 2d
Sheet showing 15 pixel art modal dialogs and system notices from the Dusk family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1691 previewtransparency shown as checkerboard

About this pack

Dusk Modals is a set of 15 modal dialogs and system notices drawn in the pixel art style, where every corner is a staircase of whole pixels and nothing is anti-aliased. It contains three modal dialogs at rising severity, three system plates and three system banners, a three-button footer row, a close button, a layered backdrop scrim and a plain, a focused and an error input field.

A modal is not a panel: it stops the game, waits for an answer, and sometimes the answer cannot be undone. The usual way to say that is a red border, which collides with the health colour already on screen and disappears the moment a developer retints the kit to their own palette.

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.

Severity is carried by the thickness of the strip along the top edge rather than by its hue, three pixels for a notice, six for a warning and ten for something destructive, so it survives any tint and any greyscale screenshot. The button positions are fixed and deliberate: cancel sits left and raised, the committing action sits right and recessed. That ordering becomes muscle memory across a game, and a kit that varies it is how a player deletes a save by reflex. The scrim is four stacked steps rather than one even wash, because a single black sheet over the whole screen kills the art it is dimming.

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 ZIP47 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 readmeZIP47 kB Get →
Modal dialog, info weight, editable SVGSVG4.0 kB Get →

How to use it

  1. Keep cancel on the left and the committing action on the right in every dialog, including the ones you build yourself from the footer row.
  2. Pick the modal by the weight of its top strip rather than retinting one sprite. The thickness is the signal.
  3. Lay the scrim behind the modal at the size of your screen and tile it: it is drawn as discrete steps so it scales without a blur artefact.
  4. Use the error input field rather than a red border. It doubles the underline, which reads in greyscale and next to a health bar.

License

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

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