A pen
                  with five illustrated goats in different poses. UI shows a
                  large pen with grass density, growth stage, and action buttons
                  like feed, tend, harvest, and process early.

Building a Flexible Farming & Husbandry UI

I designed an immersive farming system for Pawborough, a feline-oriented RPG with 1000+ Kickstarter backers. The feature lets players grow crops and harvest over several days, and is playable both on desktop and mobile - and later reused for the husbandry system.

Challenges

  • The farming system relied on future illustrations of crops, but no art existed yet.
  • Some mechanics aren't visible — I had to make them easy to understand, without a bunch of text.
  • New features were added after handoff so I had to fit them into already finalized layouts.

Constraints

  • I was the only designer; balancing feedback, iteration, and documentation alone.
  • The layout had to be flexible enough to also support a future husbandry system with the same structure but different content.
  • The farming logic was already defined, I couldn’t change how it worked, only how it was presented.

Early explorations and layout trials

  • Low-fi mockups to explore the placement of the crop art, action bar, soil quality and informational text.
  • I tested both list-style and column-based formats, though the column decision came much later after several iterations.
Three early UI mockups of a farming system with editable plot names, soil quality, crop icons, action buttons, and placeholder crop visuals.

Info through visual communication

There was a lot of information I had to rely to the users without overwhelming them, such as soil quality, growth progress, and crop type. I ended up transforming as much of it as possible into visuals.

Five soil quality bars showing visual variations like dry, cracked, and rich soil textures to indicate different soil conditions.

Soil quality

To make it more immersive, I introduced soil textures to represent soil quality visually; dark and rich for healthy, dry and cracked for poor. This made it more like part of the farm environment than just a stat bar.

Growth Progress

This bar went through a few iterations to make it as intuitive as possible. Instead of using free icons, one of our artists illustrated each phase.

  • The system needed to show several days of care and multiple harvests.
  • To visualise the daily progress, I created a bar using size-based growth icons.

I also reworked the colors — early versions made it hard to tell what day you were on. A small arrow points to the current day.

A visual breakdown of an apple tree's growth stages, from seedling to harvest.
The farming interface with fully grown apple trees, growth stage details, action buttons like water, tend, prune, harvest, and dig up crop.
Note: Tree art is WIP.

First released version

We released a playable version for early feedback. Players enjoyed it, but a few issues surfaced:

  • A key button was placed awkwardly and needed repositioning.
  • Some wording led to misinterpretation.
  • A few edge cases went unnoticed - like the UI making it seem like you could have higher than 110% quality/density

Turning crops into animals

The farm UI was almost completely done, and we wanted a similar system but for raising animals. I adjusted the visuals and logic to match the husbandry theme, which saved time and made the experience familiar for players.

Husbandry interface with illustrated goats in a wooden pen. Shows pen capacity, grass density, goat growth stage, and actions like feed, harvest, or process early.
  • Soil quality was changed to grass density
  • We got new icons for the progress bar and action buttons
  • We added pen sizes, allowing users to upgrade the size in order to raise more animals at a time

Reflections, realities & what’s next

Takeaways

  • Small decisions like icon sizing or soil color had a big impact on usability and storytelling.
  • Late feature additions and scattered documentation slowed implementation.
  • I stayed in close contact with developers to ensure the UI was implementable and clearly documented.

Next steps

  • Test whether soil mechanics are easily understood without explanation and adjust accordingly.

Outcome

  • An extensive farming system well received by testing users
  • A husbandry system built on the same design
  • The flexible layout made it easy to adapt and expand as new gameplay mechanics were introduced

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