Slate HUD Frames
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10 realistic heads-up display frames for dark interfaces — neutral slate with
warm gold accents. SVG plus transparent PNG at 1x, 2x and 4x.

Slate HUD Frames is a set of 10 heads-up display frames drawn in the realistic
style, where a five-stop specular gradient runs down a brushed metal face with
rivets at the corners. 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 brush texture is a 3px line pattern rather than real noise: noise triples
the PNG weight for a texture nobody can see at 1x. The shadow is layered
rather than blurred so it holds up at 4x.

Inside that style this is the Slate reading of it: a dark interface on a
neutral slate palette with warm gold accents, built around a single bordered
frame, square-cornered buttons at 128x40, banded bars divided into 10
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 Slate family,
which means this kit and the Slate panel kit line up without either being
resized. A good fit for realistic and simulation 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: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/slate-hud-frames
More free assets: https://www.colorosse.com
