UI Packs
Sketch Modals
15 hand-drawn modal dialogs and system notices for light interfaces — off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Sketch Modals is a set of 15 modal dialogs and system notices drawn in the hand-drawn style, where every edge is sampled and nudged, so no line is truly straight. 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 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.
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 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 pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- 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.
- Pick the modal by the weight of its top strip rather than retinting one sprite. The thickness is the signal.
- 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.
- 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
"Sketch Modals" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/sketch-modals


