UI Packs

Mint Leaderboard

12 flat leaderboard and achievement widgets for dark interfaces — blue-grey with mint green accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • leaderboard
  • scoreboard
  • achievement
  • ranking
  • trophy
  • flat
  • flat
  • flat
  • dark ui
  • strategy
  • tools
Sheet showing 12 flat leaderboard and achievement widgets from the Mint family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1032 previewtransparency shown as checkerboard

About this pack

Mint Leaderboard is a set of 12 leaderboard and achievement widgets drawn in the flat style, where there are no outlines and no shading at all. 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.

Depth comes only from a layered soft shadow — three stacked passes rather than a blur filter, because some SVG rasterisers scale a blur wrongly and the 4x PNG comes out as a smear. Everything else is one solid colour.

Inside that style this is the Mint reading of it: a dark interface on a blue-grey palette with mint green accents, built around a header band across the top of the frame, square-cornered buttons at 120x36, tick-marked bars divided into 12 segments, and two-tone 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 Mint family, which means this kit and the Mint panel kit line up without either being resized. A good fit for minimal and mobile interfaces.

Download

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Download ZIP104 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 readmeZIP104 kB Get →
Leaderboard row, place 1, editable SVGSVG1.0 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 Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice