It took a month for the project to be storyboarded before any actual art and programming work started on it. Mohr recalled: "Back then there was not much in the way of 'game design', much less 'concept art'. I was shown extremely brief paragraphs or diagrams of each scene/puzzle and given full latitude to make up pretty much whatever I wanted. It was a lot of fun, although I found myself questioning some of the gameplay choices." The both versions of the game, for the PC and the Amiga, were developed separately and simultaneously, in order to make the best possible product for each platform rather than a quick port from one system to another. A version for the Amiga CD32 had also been planned. The game mixes backgrounds hand-drawn with acrylic paint and then digitized by Mohr, and sprite bitmap graphics made in Deluxe Paint and Brilliance on the Amiga with some rotoscoped animations. The animators Billy Allison and Stuart Atkinson created "huge" DPaint-made character sequences but they had to implement them in game in more efficient way due to computer memory limitations. In addition, the PC version used the full 8-bit color of a 256-color palette, but the Amiga version had to be downscaled to only 32 colors (including 24 colors for the background and eight colors for the main character; the other characters had to be drawn with these colors). The game also uses various digitized sound effects.