UI Packs

Sketch Loading

20 hand-drawn loading and waiting indicators for light interfaces — off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • loading
  • spinner
  • progress
  • skeleton
  • handdrawn
  • hand-drawn
  • hand drawn
  • sketch
  • notebook
  • light ui
Sheet showing 20 hand-drawn loading and waiting indicators from the Sketch family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1363 previewtransparency shown as checkerboard

About this pack

Sketch Loading is a set of 20 loading and waiting indicators drawn in the hand-drawn style, where every edge is sampled and nudged, so no line is truly straight. It contains an eight-frame spinner, a three-frame dot cycle, a loading bar frame with four fill steps, an indeterminate striped bar, two skeleton text lines and a skeleton image block.

The loading screen is the screen a player looks at longest and the one nobody makes art for. It is also the one place where a bar means something different from everywhere else: a resource bar shows a value, a loading bar shows a process, and using the same sprite for both is how a health bar ends up on a loading screen.

The wobble is deterministic rather than random: the same box wobbles the same way every build, which is what lets it live in version control. Shading is cross-hatching, because a gradient under a drawn line reads as a filter rather than as a hand.

Inside that style this is the Sketch reading of it: a light interface on a off-white paper palette with ink blue accents, built around two concentric frames, square-cornered buttons at 132x46, banded bars divided into 10 segments, and outlined icons on a 32px 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.

The spinner ships as eight frames rather than one sprite to rotate. Rotation exists in every engine, but the number of frames does not — and in a pixel style a spinner that rotates smoothly is wrong, it should step. An eight-frame atlas is correct in both cases and works everywhere. The skeleton placeholders are here for the same reason the spinner is: an empty screen while content loads reads as broken, and a grey block that has the shape of the thing arriving reads as waiting.

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 Sketch family, which means this kit and the Sketch panel kit line up without either being resized. A good fit for notebook and storybook games.

Download

Direct link · no sign-up · no wait page
Download ZIP121 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 readmeZIP121 kB Get →
Spinner, frame 1 of 8, editable SVGSVG863 B Get →

How to use it

  1. Play the spinner frames in order at about 12 frames per second; slower reads as stuck and faster reads as noise.
  2. Use the indeterminate bar when you cannot report a percentage, and switch to the stepped fills the moment you can — a fake percentage is worse than none.
  3. Lay the skeleton line and block in the same positions as the real content so nothing jumps when it arrives.
  4. Keep the loading bar in the accent colour rather than a resource colour; a loading bar that looks like a health bar is read as one.

License

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

Copy-paste credit line
"Sketch Loading" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/sketch-loading