đ„ Create Hand-Painted Textures with Stylized Shadow Baking
In this hands-on workshop, MHCP mentor SpaceGlitterUnicorn walks through a repeatable workflow for baking painterly shadows into textures using Blender and Photoshop. Learn how baked lighting delivers consistent mood across devices and reduces performance overhead, with practical techniques you can apply directly to your own worlds.
6Views0likes0Commentsđ„ The Growth Blueprint Every Worlds Creator Needs
Building a successful brand in Worlds is equal parts capturing attention and having the right systems in place once players show up. In part one of this two part series, meta.jesus (founder of Illuminated Studios and hitmaker behind Spin the Bottle and Kart Clash) gives you an unprecedented behind-the-scenes look at how one of Meta Horizonâs top creators thinks about growth. Learn the design philosophy and engagement strategies heâs refined over the last 3 years to ship one successful world after another, and leave with an actionable blueprint for positioning your next big build.
20Views0likes0CommentsđNew Resource Hubs - YouTube & GitHub Now Live
Finding the right tool or tutorial shouldnât slow down your creative flow. Thatâs why weâre excited to unveil a major update to our learning resources. Weâve streamlined our learning resources into two dedicated hubs, each one built to help you solve problems faster and spend more time creating. đ„Get Unstuck with the New YouTube Channel The MHCP YouTube channel is your new, easy-to-access home for video content. All videos are now publicly listed and organized into clear playlists. To help you save even more time, weâve added chapter markers to each workshop so you can jump straight to the section youâre looking for. You'll also find new Shorts highlighting Worlds features, quick tips, and standout mechanics. đJumpstart Your Build with the Creator GitHub Toolkit Looking for written guides and tutorials? The MHCP Creator GitHub is your new go-to toolkit. It features a repository with all mentor-made documents and resources, allowing quick access to TypeScript (TS) utilities, reference models, and detailed guides. This is a living library, built for you, by you. See something that needs an update? Submit a pull request and help empower the entire community with the latest Worlds knowledge. Let us know how you are using these new resources and what other content formats will help you while creating! đ â¶ïž Subscribe to the MHCP YouTube Channel555Views6likes7Commentsđ„ Get Started With Noesis Studio for Worlds
Noesis Studio is the powerful new standard for creating professional, data-driven user interfaces in Worlds. In this mentor workshop, Shards632 and MKE_TheGuru show you how the workflow fits together, from installation and first layouts to bindings that keep UI and game data in sync. Follow a hands-on build, then learn how to bring the finished UI into Worlds and wire it to TypeScript with a code generation utility. If you want a reliable starting point for a UI that looks polished and stays connected to your game state, this session gets you there. Utilize Shards' noesis2hzw utility to convert structures and data sets defined in Noesis Studio to Worlds compatible typescript files. Full presentation slides
27Views0likes0CommentsHow to use ChangePage() with Noesis in Horizon Worlds
In this video I cover how to use the Noesis API method ChangePage() to change between different .xaml files in Horizon Worlds. Thanks for watching! Noesis in Horizon Worlds GitHub Rep: https://github.com/Gausroth/Noesis-in-Horizon-Worlds
25Views1like0Commentsđ„ How to Design Jaw-dropping UI Art in Worlds
When players donât have to worry about clunky or distracting user interfaces, theyâre free to kick back and relax in your world. In this MHCP mentor workshop presented by SpaceGlitterUnicorn, youâll see how thoughtfully designed menus and HUDs can make complex systems feel clear and inviting so players can stay focused on the experience. Plus, youâll learn how to use industry-standard tools like Blender and Procreate to make hand-crafted UI elements that feel cohesive in your world. đĄBy viewing this session, youâll learn: How UI design influences player trust and first impressions How to design clickable buttons, panels, shops, and HUD elements Blender workflows for modeling 3D buttons and transparent assets Photoshop, Illustrator, and Procreate techniques for hand-drawn and hybrid UI
27Views3likes0Commentsđ Run VR Demos Like a Pro, hosted by Just Drive Media and Meta Horizon Go-to-Market Academy
Welcome back to Meta Horizon Go-to-Market Academy, where we partner with MHCP to provide essential educational resources to help developers and creators like you succeed. This session, hosted by Sam Yu (Creative Strategist at Scout House) marks GMTAâs third collaboration with Just Drive Media to bring you Run VR Demos Like a Pro. In this session, JDMâs Kelly Hudson (Senior Vice President of Strategic Content) takes a deep dive into the professional strategies and best practices for creating compelling VR demos that cement your title in your audienceâs mind and drive them to actively follow your development progress leading to launch day. This is your opportunity to master those critical moments! In this session, youâll learn how to: Prepare polished VR demos that minimize risk and maximize impact Guide and structure demo experiences that zero in on your most important features Adapt your storytelling for different settings and audiences, ranging from players and press to investors and platform partners Confidently manage setup, presentation, and follow-up using industry best practices. đ Accompanying Resources: In addition to the on-demand recording, you can access the complete VR demo toolkit below. Use these resources and worksheets to get started. VR Demo Review Guide: A practical companion document for sharing your demo with key stakeholders Crafting Your VR Demo Story (Worksheet): Strategic framework for weaving compelling narratives into your demos The Ultimate VR Demo Checklist (Worksheet): Step-by-step preparation guide for in-person and virtual presentations đ Download the resources attached below:
18Views0likes0Commentsđ„ The Making of Super Strike | 4 Lessons Every Game Developer Should Know
What does it take to turn a killer game idea into an experience players obsess over? Just ask OURO Interactive, the acclaimed creators behind Super Rumble and Super Strike. In this Meta Presents session, the team breaks down the four unwritten rules every creator and developer should follow to build fun, sticky games that keep players coming back. From dialing in your core loop to giving players âunfinished businessâ that lets them show off their progress, youâll get practical lessons pulled straight from real Horizon hits. Learn how Ouro refined the game's core gameplay loop first, before focusing on the rest of the experience's details. The Ouro team also answers creator questions on how they achieved the world's visual fidelity using the Worlds desktop editor, ways to use daily rewards and quests to keep players coming back, community engagement strategies, prototype and playtesting best practices, and more.âŠ
14Views0likes0Commentsđ„ Make NPCs Come Alive w/ NavMesh Waypoints
This Build-Along session with MHCP mentor GausRoth focuses on building a NavMesh waypoint system that gives your NPCs believable patrols and roaming behavior in Worlds. Learn to set up a NavMesh and define waypoint paths, then walk through the TypeScript logic that keeps movement in sync with your animation states so background characters feel alive. By viewing this session, youâll learn how to: Generate a NavMesh and agent profile to define walkable surfaces for pathfinding Script patrol behavior with configurable walk times, pauses, and optional random wandering Build reusable waypoint paths so you can manage and extend NPC routes quickly Wire NavMesh movement into animation parameters so your NPCs look like theyâre really walking
22Views1like2Commentsđ„ How to Animate Characters & NPCs
Ready to fast-track your workflow for building professional-quality animated characters and NPCs? In this creator workshop, MHCP mentor MikeyAce covers the essential steps to bridge external tools like Mixamo and Blender with the Worlds asset library. Learn to organize animation tracks in the NLA Editor and export them correctly as GLB files, then discover how to use TypeScript code to trigger complex behaviors like dancing or flying based on player interaction.
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