Bitrush HUD Frames
==================

10 Y2K heads-up display frames for dark interfaces — ink black with signal
yellow accents. SVG plus transparent PNG at 1x, 2x and 4x.

Bitrush HUD Frames is a set of 10 heads-up display frames drawn in the Y2K
style, where everything is flat and printed — thick straight outlines, solid
blocks, no glow anywhere. 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.

No gradient and no halo: the whole set is flat colour with a heavy straight
outline, which is what separates the Y2K poster look from the neon one. The
silhouettes are composed corner by corner rather than scaled from one
rectangle, so a badge and a banner in the same set do not share an outline.

Inside that style this is the Bitrush reading of it: a dark interface on a ink
black palette with signal yellow accents, built around a header band across
the top of the frame, tab-shaped buttons at 148x52, banded bars divided into 8
segments, and solid icons on a 16px 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 Bitrush family,
which means this kit and the Bitrush panel kit line up without either being
resized. A good fit for retro-futuristic menus and poster-styled interfaces.

HOW TO USE

  - 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.
  - 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.
  - Pick one reticle and keep it — the three are alternatives for different
    weapon feels, not a set to mix within one game.

License: CC0-1.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/bitrush-hud-frames
More free assets: https://www.colorosse.com
