Hologrid HUD Frames
===================

10 hologram heads-up display frames for dark interfaces — abyss navy with
signal amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Hologrid HUD Frames is a set of 10 heads-up display frames drawn in the
hologram style, where a thin trace carries a wide halo, and most of the frame
is empty space. 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 halo is a stack of strokes at falling opacity rather than a blur filter —
a filter is applied differently by some SVG rasterisers and smears at 4x. The
trace is deliberately thin: a projected interface reads as light, and a heavy
line reads as paint.

Inside that style this is the Hologrid reading of it: a dark interface on a
abyss navy palette with signal amber accents, built around a single bordered
frame, square-cornered buttons at 132x38, tick-marked bars divided into 20
segments, and outlined icons on a 24px 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 Hologrid family,
which means this kit and the Hologrid panel kit line up without either being
resized. A good fit for sci-fi projections, scanners and near-future overlays.

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: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/hologrid-hud-frames
More free assets: https://www.colorosse.com
