We’re a small but relentless team of creators, breathing life into the world of Red Harvest. From long nights of coding to crafting intricate worlds, every moment is a step toward the vision we share with you.
Having studied game art and animation, DooDee specialises in researching and implementing gameplay systems that make worlds feel alive. Passionate about AI and designing NPCs that think and react believably, he shapes the inhabitants of Red Harvest in Unreal Engine 5 — building on roots that go back to Unreal Engine 3. He thrives on crafting stylised worlds rich with PBR detail, planning far into the future while adapting to the challenges that arise. A lifelong Legend of Zelda fan — and proud bearer of multiple Zelda tattoos — DooDee blends professionalism with a playful spark in every pixel.
Bacon spends most of his dev time creating simple yet effective 3D props and bringing them to life with carefully considered textures, occasionally dabbling in animation when inspiration strikes. With a broad toolkit that spans Unreal Engine, Unity, Maya, Photoshop, Keyshot, and Gigapixel AI, he’s ready to tackle any creative challenge — whether it’s building something from scratch or giving an asset a high-res facelift. His style blends a mix of realism and stylisation, backed by an experimental, “let’s make it work” mindset that keeps projects moving forward without getting bogged down in perfectionism.
Red Harvest begins as a focused indie project blending survival, community, and stylised medieval combat.
Core loop, representative combat, and a small playable zone for feedback and partner outreach.
Public demo to gather wishlists, performance data, and community feedback ahead of early access.
Foundational experience with ongoing content updates, balance passes, and community-driven roadmap.