UI Packs

Sketch Shop UI

12 hand-drawn shop and economy widgets for light interfaces — off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • shop
  • store
  • economy
  • merchant
  • inventory
  • handdrawn
  • hand-drawn
  • hand drawn
  • sketch
  • notebook
  • light ui
Sheet showing 12 hand-drawn shop and economy widgets from the Sketch family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×669 previewtransparency shown as checkerboard

About this pack

Sketch Shop UI is a set of 12 shop and economy widgets drawn in the hand-drawn style, where every edge is sampled and nudged, so no line is truly straight. It contains four purchase row states, an active and an idle category tab, a wallet strip, a quantity stepper, a purchase confirm strip and three countable stock indicators.

A shop screen has one job an inventory screen never has: it must tell the player what they cannot afford before they press the button. Most free sets solve that by turning the price red, which fails for the players who cannot read that red and fails again on a greyscale screenshot. It also collides with the health colour every other part of the interface already uses.

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 four row states are told apart by structure rather than by colour. An affordable row carries a solid strip down its left edge, an unaffordable one carries a dashed strip and a bar struck across its price field, and an owned one caps the price field shut and marks its top-right corner. That means the state survives a tint, a colourblind filter and a screenshot with the saturation pulled out. The stock indicator is countable for the same reason: five dots, one dot and none read as full, low and sold out without a single word or hue.

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.

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Download ZIP328 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 readmeZIP328 kB Get →
Shop row, plain, editable SVGSVG3.7 kB Get →

How to use it

  1. Nine-slice the rows on their straight left and right regions; the price field on the right is a fixed width so a long item name never pushes it out of alignment.
  2. Use the dashed strip and the struck price for unaffordable rather than a red tint. Both are pattern rather than hue, so they hold up in greyscale.
  3. Stack the stock dots in the same slot every row uses, and drive them by count rather than by colour.
  4. The confirm strip and the quantity stepper share a height, so a shop can put them on the same line without either being resized.

License

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

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