UI Packs

Sketch Status Effects

12 hand-drawn status effect frames and duration indicators for light interfaces — off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • buff
  • debuff
  • status effect
  • cooldown
  • handdrawn
  • hand-drawn
  • hand drawn
  • sketch
  • notebook
  • light ui
Sheet showing 12 hand-drawn status effect frames and duration indicators from the Sketch family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1091 previewtransparency shown as checkerboard

About this pack

Sketch Status Effects is a set of 12 status effect frames and duration indicators drawn in the hand-drawn style, where every edge is sampled and nudged, so no line is truly straight. It contains buff, debuff and neutral frames, permanent and expiring frames, five duration ring steps, a duration bar and a stack count badge.

A buff icon sits on screen for three seconds and the player never looks straight at it — they catch it in the corner of their eye. That rules out the usual solution: a green border for good and a red one for bad collapses in colourblind modes, and it collides with whatever colours the game itself is already using on that HUD.

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.

Buff and debuff are separated by shape instead. The buff frame pushes its corners outward and the debuff frame folds them inward: one grows, the other eats. Both survive a greyscale screenshot. Duration is a ring around the icon rather than a bar beneath it, because a bar pushes every icon down a few pixels and breaks the row. The rings ship as five steps rather than one sprite because most engines cannot clip an SVG at runtime — a filling ring is either a shader or a step atlas, and the atlas works everywhere. The frames ship empty: your own effect icon goes in the middle.

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 ZIP166 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 readmeZIP166 kB Get →
Buff frame, outward corners, editable SVGSVG1.5 kB Get →

How to use it

  1. Put your effect icon in the recessed centre at about 60% of the frame width; the recess is drawn with that margin.
  2. Swap the whole frame between buff and debuff rather than tinting one, because the difference is in the corners.
  3. Play the duration rings as an ordered sequence from full to empty, or use the ring at 50 percent as the single frame when the exact remainder does not matter.
  4. Anchor the stack badge to the top-right corner of the frame and draw the count with your own font — no digits are drawn here.

License

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

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