FLOOR  RUNVIDEO  GAME  PROOF  OF  CONCEPT


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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Players can use the vacuum mechanic to "clean" the floor sprites
Messy hotel rooms need to be tidied up and amenities restocked
Backroom chutes disperse guest room amenities
Tasks include making the beds and giving the guests chocolates
Players can uncover secret areas that provide different solutions to environmental puzzles
The abandoned hotel can be spooky in places
Many floors in the hotel have automated setpieces, such as the pool level
The hotel management offices are a labrynth of cubicles
The puzzle-solving spray mechanic includes a "sticky" spray that objects can attach to, along with a "clean" spray to undo
Many creatures lurk the hotel, including some speedy rodents

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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The VR prototype included original vacuuming mechanics along with its visual feedback
Players had to throw away trash
Dirty surfaces were represented by "fire" sprites, indicating the need to "put it out" and scrub away
Room amenities also needed to be replenished

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 depicting environments, mascots, sprites, and robots


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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