Unity Farming Systems
The original version included early farming mechanics such as planting and harvesting crops, built in Unity as the foundation for the gameplay loop.
Game Development · With Charlie Davis
A cozy pixel-art farming game originally created by my brother Charlie and me in Grade 12, later revisited in my third year at Western as a possible larger game concept.
Harvest Haven is a pixel-art farming game inspired by Stardew Valley. The project was originally started in high school by my brother Charlie and me during Grade 12. I worked on the game in Unity, while Charlie created the pixel art, sprites, and assets in Aseprite.
The original project only lasted a couple of months before we got busy and stopped development, but we were able to build some early core mechanics, including planting, harvesting, character animations, and environmental assets.
In March 2026, I revisited the project and started thinking about how it could become more unique. I created a Figma mockup exploring a new direction that combined the cozy farming style with Pokémon-inspired characters, creatures, and gameplay ideas. After showing the idea to Charlie, he liked the direction and started remaking some of the original assets. The project is still a side project, but it has become an idea we may continue developing over time.
Early artwork, mockups, and screenshots from the original project and the newer 2026 concept direction.
The original version included early farming mechanics such as planting and harvesting crops, built in Unity as the foundation for the gameplay loop.
Charlie created the original pixel art assets in Aseprite, including character sprites, environmental pieces, and early animation work.
The 2026 revival explores turning the game into a cozy farming adventure with creature-based helpers, exploration, gyms, and a more personal game world.
The newer idea for Harvest Haven is to make the game feel like a more relaxed creature-collecting farming journey. The player would work on a farm, earn money, explore nearby areas, catch stronger creatures, and eventually challenge gyms or similar progression-based goals.
The creatures would not just be for battling. They could help around the farm in practical ways, such as watering crops, moving items, clearing areas, or assisting with daily tasks. The goal is to make the world feel cozy, helpful, and alive.
The long-term direction is soft, calm, and cozy. The game would focus on gentle colours, relaxing music, simple gameplay, and a slower pace rather than high-pressure combat or complicated systems.
The idea is still early, but the project has enough history and personal connection that it could become something we return to over time.
I developed the original game in Unity, including the early gameplay systems and overall project structure. In 2026, I also created the Figma mockup that explored the new visual and gameplay direction.
Charlie created the original pixel art and has been involved again in the revived concept by remaking and improving some of the assets.
Even though the original version was small, Harvest Haven was one of the first larger game ideas Charlie and I worked on together. It gave us experience combining programming, art, game design, and teamwork into one shared project.
Revisiting it years later made the idea feel fresh again, especially because the original foundation still has potential for a more unique cozy game concept.