UI Packs

Sumi Modals

15 cel-shaded modal dialogs and system notices for dark interfaces — charcoal wash with seal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • modal
  • dialog
  • confirm
  • notification
  • banner
  • celshaded
  • cel-shaded
  • cel shaded
  • ink
  • dark ui
  • action
Sheet showing 15 cel-shaded modal dialogs and system notices from the Sumi family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1691 previewtransparency shown as checkerboard

About this pack

Sumi Modals is a set of 15 modal dialogs and system notices drawn in the cel-shaded style, where a thick ink outline wraps two flat tones split by a hard diagonal terminator. It contains three modal dialogs at rising severity, three system plates and three system banners, a three-button footer row, a close button, a layered backdrop scrim and a plain, a focused and an error input field.

A modal is not a panel: it stops the game, waits for an answer, and sometimes the answer cannot be undone. The usual way to say that is a red border, which collides with the health colour already on screen and disappears the moment a developer retints the kit to their own palette.

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.

Severity is carried by the thickness of the strip along the top edge rather than by its hue, three pixels for a notice, six for a warning and ten for something destructive, so it survives any tint and any greyscale screenshot. The button positions are fixed and deliberate: cancel sits left and raised, the committing action sits right and recessed. That ordering becomes muscle memory across a game, and a kit that varies it is how a player deletes a save by reflex. The scrim is four stacked steps rather than one even wash, because a single black sheet over the whole screen kills the art it is dimming.

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.

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Download ZIP111 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 readmeZIP111 kB Get →
Modal dialog, info weight, editable SVGSVG1.8 kB Get →

How to use it

  1. Keep cancel on the left and the committing action on the right in every dialog, including the ones you build yourself from the footer row.
  2. Pick the modal by the weight of its top strip rather than retinting one sprite. The thickness is the signal.
  3. Lay the scrim behind the modal at the size of your screen and tile it: it is drawn as discrete steps so it scales without a blur artefact.
  4. Use the error input field rather than a red border. It doubles the underline, which reads in greyscale and next to a health bar.

License

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

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