UI Packs

Sumi HUD Frames

10 cel-shaded heads-up display frames for dark interfaces — charcoal wash with seal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • hud
  • minimap
  • crosshair
  • compass
  • celshaded
  • cel-shaded
  • cel shaded
  • ink
  • dark ui
  • action
Sheet showing 10 cel-shaded heads-up display frames from the Sumi family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1011 previewtransparency shown as checkerboard

About this pack

Sumi HUD Frames is a set of 10 heads-up display frames drawn in the cel-shaded style, where a thick ink outline wraps two flat tones split by a hard diagonal terminator. It contains a minimap frame with a north marker, a character portrait frame, a compass strip, three crosshair reticles, an objective waypoint marker and a quest tracker plate.

These are the pieces that stay on screen the whole time a game is being played, which makes them the hardest to get right: every one of them has to be readable over arbitrary game art without covering the middle of the screen.

The shadow is a single hard-edged shape with no falloff — the defining property of cel shading, and the thing a gradient can never imitate. The outline uses the darkest tone in the palette rather than the border tone, or it reads as a thick grey frame instead of ink.

Inside that style this is the Sumi reading of it: a dark interface on a charcoal wash palette with seal red accents, built around two concentric frames, tab-shaped buttons at 120x48, glossy bars divided into 9 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 quest plate marks a completed objective with a filled box and a struck-through line rather than by dimming it, so the tracker stays legible against a bright sky. The compass ticks alternate major and minor so a heading can be read at a glance rather than counted.

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 Sumi family, which means this kit and the Sumi panel kit line up without either being resized. A good fit for cel-shaded and toon-rendered games.

Download

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Download ZIP53 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 readmeZIP53 kBGet →
Minimap frame with north marker, cel-shaded, editable SVGSVG1.2 kBGet →

How to use it

  1. Anchor the minimap frame to a screen corner and render your map texture into the recessed area; the north marker is part of the frame so it stays fixed while the map rotates.
  2. Draw the objective marker in screen space clamped to the viewport edge, not in world space, or it vanishes the moment the target is off camera.
  3. Pick one reticle and keep it — the three are alternatives for different weapon feels, not a set to mix within one game.

License

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

Copy-paste credit line
"Sumi HUD Frames" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/sumi-hud-frames