Skip to content
Hearro
Falling
ไทย

FallingBehind the build

From ideas, art, and sound to a working product and release. Explore each chapter, its challenges, and the solutions.

Revised concept with corrected Booster names and roles; displayed numbers belong to the concept.Project image

Revised concept with corrected Booster names and roles; displayed numbers belong to the concept.

Supporting media

ImageOpen full-size reference

Turn concepts into assets that match the game

Where it started

Start with the city and its objects, then turn concepts into scenes, controls, and addressable item sprites.

  1. Compare concepts with actual mechanics and Boosters before using them as UI references.
  2. Produce individual transparent item cutouts with size-specific art boxes and padding.
  3. Pack deterministic 5×5 sheets with explicit sprite rects and pivots for Unity.
Technical details & evidence

Development process

The visual direction begins with an industrial city and storied objects, then separates into scenery, controls, icons, and sprites for 452 ID-addressed items.

  1. Compare concepts with actual mechanics and Boosters before using them as UI references.
  2. Produce individual transparent item cutouts with size-specific art boxes and padding.
  3. Pack deterministic 5×5 sheets with explicit sprite rects and pivots for Unity.

Recorded problem

Concept art introduced Magnet, Slow Time, and Shield, plus invented wall slogans. Implementing the image literally would add mechanics outside the design.

Implementation

Correct the mismatched content to 2× Coins, Soft Liner, and Contract Radar, preserve the art direction, and let deterministic tools—not an image model—assemble final sheets.

Evidence & limits

Correction prompts and a 22-sheet manifest cover 452 items. The illustration is a revised concept, not a runtime screenshot.

Source: Docs/DesignConcepts/StoryGrounded/correction-prompts.md + Docs/SpriteSheets/item_sprite_sheet_manifest.md