UI Packs

Sketch Quest Log

13 hand-drawn quest log and objective widgets for light interfaces — off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • quest
  • journal
  • objective
  • mission
  • log
  • handdrawn
  • hand-drawn
  • hand drawn
  • sketch
  • notebook
  • light ui
Sheet showing 13 hand-drawn quest log and objective widgets from the Sketch family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×739 previewtransparency shown as checkerboard

About this pack

Sketch Quest Log is a set of 13 quest log and objective widgets drawn in the hand-drawn style, where every edge is sampled and nudged, so no line is truly straight. It contains four journal entry states, three objective row states, a reward preview strip, an active and an idle journal tab and three countable difficulty marks.

A quest log is a list where every row means something different from its neighbour, and the difference is almost always drawn as a colour: green for done, grey for failed, gold for tracked. Three greys and a gold later the log reads as a gradient rather than as a list, and a player scanning it for the one quest they are actually on has to read every line.

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.

All four states carry their mark in the same left-hand column, which is what lets a long log be scanned down one line rather than read: active takes a bar down the whole edge, tracked a wedge, done a tick and failed a cross. Done and failed therefore differ from each other by mark rather than by hue, and the column stays legible at any row height. The objective rows are a size down from the entries and share their left margin, which is what makes a nested objective read as belonging to the quest above it rather than as another quest.

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 ZIP258 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 readmeZIP258 kB Get →
Quest journal entry, active, editable SVGSVG3.1 kB Get →

How to use it

  1. Nine-slice the entries horizontally only; the left edge carries the tracked marker and stretching across it would stretch the marker with it.
  2. Indent objective rows to the entry margin they are drawn for rather than adding your own indent, and the nesting lines up.
  3. Use the difficulty marks by count. They are drawn as a countable series so a four-pip quest is comparable to a one-pip quest at a glance.
  4. Keep the reward strip below the objectives rather than in the entry header: it is drawn at full entry width and expects to be the last row of an expanded quest.

License

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

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