
What Floor?
Designing an inspection-driven horror loop under operational pressure.
What Floor?
Case study / PC

What Floor? title artwork with a grinning passenger
Overview
An original horror game set in an underground colony. Operate elevators, inspect passengers, and identify threats as operational pressure builds.
Design challenge
The player needs enough information to make a decision without removing the uncertainty. I work on how inspection tools, NPC behavior, and resource pressure fit into that loop, and how the UX communicates each of them.
My role
As Game Director, Lead Game Designer, and Producer, I define the creative direction and core systems, then work with the team on feature priorities, scope, and milestones. Narrative and production planning are part of that same responsibility.
Inspection & decisions
Diagnostic tools, passenger inspection, NPC behaviors, and player-facing information that support difficult decisions.
Pressure & progression
Resource management, progression, narrative events, and balancing across the core gameplay loop.
Direction & production
I use playtests to review design decisions and priorities, and coordinate implementation across programming, art, audio, and UI/UX.














