Oak Modals
==========

15 stylised modal dialogs and system notices for dark interfaces — wood-brown
with polished brass accents. SVG plus transparent PNG at 1x, 2x and 4x.

Oak Modals is a set of 15 modal dialogs and system notices drawn in the
stylised style, where the frame is carved, with finials pushing out past the
corners and a gem set into each one. 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 ornament is part of the silhouette rather than drawn on top of it, so the
frame is recognisable at thumbnail size. The face carries a three-stop
vertical gradient — the closest a flat kit gets to a painted bevel.

Inside that style this is the Oak reading of it: a dark interface on a
wood-brown palette with polished brass accents, built around two concentric
frames, tab-shaped buttons at 160x48, glossy bars divided into 8 segments, and
solid 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 Oak family, which
means this kit and the Oak panel kit line up without either being resized. A
good fit for fantasy and RPG interfaces.

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/oak-modals
More free assets: https://www.colorosse.com
