UI Packs

Mint Panel UI Kit — title-barred panels and buttons

Title-barred nine-slice cool slate window panels, inset list frames and four square button states, as SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • nine-slice
  • panel
  • button
  • menu
  • ribbon
  • flat
  • dark ui
  • strategy
  • tools
cool slate game menu panel with a mint green title strip and a recessed list area, next to a column showing the same square button in default, outlined hover and pushed-in pressed states
1600×800 previewtransparency shown as checkerboard

About this pack

Flat design with the radius pulled almost all the way in. The light flat family runs a 20px corner and pill buttons because it is aimed at casual play; this one runs 8px and square buttons because a strategy screen is mostly rows and a generous radius wastes the width where the numbers go. There are no outlines and no shading anywhere — depth is three stacked shadow passes and nothing else.

Two nine-slice panels — a title-barred window frame with 8 px corners and a recessed inset frame with 6 px corners — cover almost every box a menu needs: dialogs, inventory grids, list backgrounds, tooltips and stat panels. A title band is built into the top of the panel, so a dialog header needs no second sprite and no manual alignment. Both stretch cleanly to any size because the corners never scale and the centre is a flat fill.

On top of the panels sit four square button states: default, hover, pressed and disabled. They are drawn on the same 120×36 base with 6 px corners, so you can swap the texture on a single button widget and get the whole interaction loop without moving a rectangle. The pressed state drops its face two pixels and removes the top highlight rather than just darkening, which is what makes a button feel clicked rather than merely recoloured.

Everything ships twice. The SVG sources are the files the kit was drawn in — open them, change the six blue-grey tones or the single mint green accent, and re-export. The PNG exports are flat, transparent and pre-scaled at 1x, 2x and 4x for engines that want bitmaps, with no premultiplied alpha and no baked-in shadow outside the sprite bounds.

Download

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Download ZIP26 kB

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

Files included in this pack
FileFormatSizeDownload
Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP26 kBGet →
Window panel, editable SVGSVG994 BGet →
Button (default state), editable SVGSVG713 BGet →

How to use it

  1. In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set the border to 8, 8, 8, 8 for the window panel and 6, 6, 6, 6 for the buttons; then set Image Type to Sliced on the UI component.
  2. In Godot 4, use a NinePatchRect and set the patch margins to the same numbers, or drop the SVG straight in and let Godot rasterise it at the scale you set in the import options.
  3. In Unreal, import as a Texture2D, create a Slate Brush with Draw As set to Box, and enter the margin as a fraction of the texture size — 0.09091 for the 88 px panel and 0.05 for the 120 px button.
  4. For crisp results at non-integer UI scales, use the 2x or 4x PNG rather than upscaling the 1x, or point your engine at the SVG source and let it rasterise at the final size.

License

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice