UI Packs
Sumi Leaderboard
12 cel-shaded leaderboard and achievement widgets for dark interfaces — charcoal wash with seal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Sumi Leaderboard is a set of 12 leaderboard and achievement widgets drawn in the cel-shaded style, where a thick ink outline wraps two flat tones split by a hard diagonal terminator. It contains three place rows and a plain row, a highlighted row for the player, a three-place podium, a locked and an unlocked achievement plate, an achievement progress bar, two rarity strips and an achievement showcase shelf.
Gold, silver and bronze are the obvious way to draw the top three and they are also the one palette a game cannot control: the moment your interface accent is warm, the gold row stops reading as first place and starts reading as selected. And the row a player actually looks for is their own, which is never in the top three.
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.
Place is carried by the width of the rank block on the left, stepping down from first to third, so the podium order is legible before any number is read and stays legible in whatever colour the family uses. The player row is different again: it is the only row drawn with a full outline, which is what lets it be found by scrolling rather than by reading. Achievement plates lock and unlock by structure, since the locked plate keeps its frame and empties its field, so a shelf of achievements has a shape before any of them are earned.
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
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Use the place rows for the top three and the plain row for everything below; the rank block width is the signal and it should not be overridden.
- Draw the player row wherever they actually rank rather than pinning it to the top. It is outlined so it can be found mid-list.
- Leave the locked achievement plate in place instead of hiding unearned entries. The empty field is drawn to hold your own icon at the same size the unlocked one uses.
- The rarity strip is a proportion, not a tier: a short strip means few players have it. Feed it your real completion percentage rather than a rarity name.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Sumi Leaderboard" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/sumi-leaderboard


