Neon Modals
===========

15 low-poly modal dialogs and system notices for dark interfaces — deep space
blue with cyan accents. SVG plus transparent PNG at 1x, 2x and 4x.

Neon Modals is a set of 15 modal dialogs and system notices drawn in the
low-poly style, where the silhouette is an angular polygon and the face is
split into flat triangles. 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.

Four triangles meet off-centre and each carries its own flat tone, which is
exactly how a faceted mesh shades. There are no curves anywhere in the kit and
no gradient on any facet.

Inside that style this is the Neon reading of it: a dark interface on a deep
space blue palette with cyan accents, built around four corner brackets in
place of a closed border, chamfered buttons at 144x36, hollow-cored bars
divided into 12 segments, and two-tone 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 Neon family, which
means this kit and the Neon panel kit line up without either being resized. A
good fit for low-poly games.

HOW TO USE

  - 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.
  - Pick the modal by the weight of its top strip rather than retinting one
    sprite. The thickness is the signal.
  - 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.
  - 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: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/neon-modals
More free assets: https://www.colorosse.com
