UI Packs
Greenscreen Leaderboard
12 terminal leaderboard and achievement widgets for dark interfaces — terminal black with phosphor green accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Greenscreen Leaderboard is a set of 12 leaderboard and achievement widgets drawn in the terminal style, where one hue at six levels and nothing else — a phosphor tube has no second colour. 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 whole set is built from a single hue, including the trace and the marks, because a phosphor or amber CRT physically cannot show a second one. The halo is a stack of strokes at falling opacity, which is what the bloom on a real tube looks like and what a blur filter gets wrong at 4x.
Inside that style this is the Greenscreen reading of it: a dark interface on a terminal black palette with phosphor green accents, built around a single bordered frame, chamfered buttons at 164x38, hollow-cored bars divided into 18 segments, and two-tone icons on a 24px 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 Greenscreen family, which means this kit and the Greenscreen panel kit line up without either being resized. A good fit for terminals, consoles and retro-computing interfaces.
Download
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- 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.
- 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.
- 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.
- 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
"Greenscreen Leaderboard" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/greenscreen-leaderboard


