Conrad Kurrle - Co-director & Co-designer
Patrick White - Director & Designer
Peter Chang - Lead Programmer & Co-designer
Joseph Stafford - 3D Modelling & Production Support
Andrew Anderson - Concept Artist
Thomas Crouse - Concept Artist
Proof of concept: a 3D adventure where a cleaning robot vacuums, sprays, and lunges through the world’s largest hotel to uncover what happened to its guests.
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Floor Run is a proof-of-concept for a first-person adventure-puzzle game where players inhabit a cleaning robot within the world’s largest (now abandoned) hotel. The project examines how automated labor systems can become recursive forms of play, blurring the line between work and discovery.
Players navigate themed hotel floors using an arsenal of cleaning tools: vacuuming, spraying, and sprinting through rooms once shaped by a corporate “gamification of labor” program called Floor Run. When automation replaced the staff, that same program was uploaded into the robots’ code, leaving the player to play this game within a game. Each level descends toward the Phlum energy-drink factory, where the system’s purpose collapses and escape becomes the only objective.
Originally developed as a VR prototype in Unity, Floor Run expanded into a PC-based experience using mouse & keyboard controls. The move to Unreal Engine followed, supporting the project’s broader visual and technical ambitions.
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I served as co-director and co-designer, integrating narrative and environmental storytelling into the game’s core mechanics. My focus centered on how the player’s routine tasks as a cleaning robot reflected themes of labor, automation, and play, and how they could be implemented through mechanics and level design. Direction was led by Patrick White, with development by Peter Chang and 3D model implementation by Joseph Stafford. Together, we prototyped a cohesive gameplay loop and tone for Floor Run’s proof-of-concept.
Concept art was provided by Andrew Anderson and Thomas Crouse. Below is a sample I composed for one of the floor theme songs, the “farm” level.
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