Using Sublevels for Seasonal Updates - Workshop Resources + Remix World
Hey creators! 👋🏾 Thank you to everyone who joined the workshop on Sublevels for Live Ops Updates! It was great introducing Live Ops to folks who hadn't explored it before and seeing all the ideas that came out during the session. As promised, here are the resources we used so you can try this in your own worlds: 🔗Step-By-Step Guide I put together a guide to help you setup your own sublevel world that you can use for things like: Seasonal updates Layout A/B testing Limited time Events 🌍 Remixable Demo World This is the same world we used in the workshop to show seasonal updates in action. Feel free to remix it and experiment! I would love to see what themes you come up with to help show your creator personality. Feel free to share screenshots or questions in the thread. Happy building! 💛 Ash60Views4likes0Comments🎥 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 Horizon’s top creators thinks about growth. Learn the design philosophy and engagement strategies he’s 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.
21Views0likes0CommentsThe Meta Quest 3 Has Incredible Potential, But Meta Keeps Holding It Back
I’ve been in the Meta Quest ecosystem for years, starting with the Quest 2 that I bought in the U.S. for about $250 on Black Friday. Later, I upgraded to the Meta Quest 3 here in Europe. I purchased the 512GB model at full retail price from Coolblue, which was close to €700 with no discounts. Because of that investment, I expected a polished, next-generation VR experience. Instead, the device feels restricted in ways that make no sense for its price or its potential. To bring friends into VR with me, I gave my Quest 2 to a friend so we could play together. He didn’t enjoy it and passed it to his brother, and now I’m the one trying to convince his brother to use it. I then bought the same friend a Meta Quest 3S, hoping a newer model would change his mind, but he lost interest after a few months and gave it back to me. That says a lot about how empty the ecosystem feels. If Horizon Worlds had more depth, better tools, stronger communities, and easier ways for creators to flourish, people wouldn’t walk away so fast. The biggest problem with the Quest 3 is how creator-unfriendly it is. Streaming to YouTube requires workarounds, third-party apps, and unnecessary steps. Streaming to Facebook is the only direct option, yet very few people use Facebook for live content anymore. The strangest part is that Meta owns Instagram, yet there is still no way to stream directly to Instagram from inside the headset. There’s also no simple option for TikTok, even though VR content performs extremely well on TikTok. If Meta wants VR to grow, they need to empower creators, not limit them. Right now, creators have to fight the system just to show people what VR can do. Inside Horizon Worlds, the gaps become even clearer. VRChat already allows avatar streaming, virtual selfie cameras, expressive tools, and full creative freedom. Horizon Worlds should be leading the industry, not lagging behind it. Instead, it often feels limited, closed off, and inconsistent. Many sessions are filled with trolls, children, and chaotic interactions that make the platform frustrating for adults who bought the device to relax, socialize, or create. Meta needs stronger moderation tools, age controls, and better systems to keep Horizon enjoyable for adults. Productivity is another area that needs improvement. I work remotely, so I wanted to use the Quest for work tasks, but Meta Workrooms and Meta Remote Desktop feel restricted. I had to buy Virtual Desktop just to get the proper functionality. A third-party app should not outperform Meta’s official version on Meta’s own hardware. This shows how much the ecosystem is still unfinished. Even accessories fall short. I bought the Meta Pen (the Logitech stylus collaboration) expecting a deeper creative experience, but many apps don’t correctly display the pen and instead show the standard controller. This breaks immersion and makes it feel like the pen was added to the lineup without developers being prepared to support it. The overall user experience feels inconsistent. Avatar consistency is another issue. Some apps show the updated avatars while others use older versions. This breaks the feeling of a connected metaverse. If Meta wants a unified VR identity system, avatars need to be consistent across all apps, not left to chance. One of the biggest concerns I want to warn buyers about is the replacement process. My original Meta Quest 3 had a strap loop break, so I sent it in expecting a repair. Instead, Meta replaced the device. Normally that would sound positive, but the replacement was not equal in quality. My original Quest 3 had a very clear and sharp screen. Every replacement I received was noticeably blurrier, almost like a downgrade. It felt like Meta was sending refurbished units of lower value instead of matching the premium device I originally purchased. This should not happen to customers who pay full price for a flagship headset. Meta keeps focusing on building the “next headset,” but they are ignoring the problems with the one they already sold to millions of people. The Quest 3 has incredible hardware and could be the strongest VR device on the market, but Meta needs to unlock its potential. They need to improve streaming, open up creator tools, unify avatars, fix Horizon Worlds moderation, push out affordable Quest 2 inventory to grow the user base, improve Workrooms, make the Meta Pen properly supported, and ensure replacement devices match the original quality. I’ve invested time, money, and belief into this platform. I’ve bought multiple headsets for myself, friends, and their family members, and even then, the ecosystem is not strong enough to hold their interest. That’s not a hardware problem. It’s an ecosystem problem. Meta can fix this if they prioritize the users who already believe in their vision. The Quest 3 could be incredible, but Meta needs to stop limiting it and start listening.125Views3likes1Comment🎥 How to Build Buzz: Nail Your PR Story & Strategy | Hosted by Meta Horizon Go-to-Market Academy
Meta Horizon Go-to-Market Academy partners with MHCP to help developers and creators grow their audiences and build long term visibility in the Meta Horizon ecosystem. This session — How to Build Buzz: Nail Your PR Story & Strategy — marks our second collaboration with Just Drive Media, the award-winning communications agency recognized by PR Daily as one of 2024's top firms. Together, we deliver a new session that helps strengthen your launch communications and press outreach. 💡 In this session, you’ll discover how to: Craft clear and compelling messages that set your title apart Build press-ready materials that drive awareness Plan a communications strategy that builds momentum before and after launch Avoid common pitfalls when reaching out to press and content creators 📚 Accompanying Resources Use these templates to apply what you learn directly to your project. Each includes examples, pro tips, and space to make it your own: Press Release Template: Highlight your game’s hook and unique value proposition with press-ready details. Pitch Template: Write personalized outreach emails that capture attention and land coverage. Fact Sheet Template: Summarize your title’s key info, assets, and selling points for quick reference. Messaging Framework: Define your audience, positioning, and differentiators on one page. PR Plan & Timeline: Plan and track every phase of your campaign to stay aligned and on schedule. Review Guide Template: Prepare detailed materials for press and content creators when distributing early access or review builds. 🎯 Quick Start Guide: Start with the Messaging Framework to clarify your story. Use the Press Release and Fact Sheet Templates to build your core materials. Apply the Pitch Template to personalize your outreach. Follow the PR Plan & Timeline and Review Guide to organize your press beats and manage review coverage.
142Views0likes0CommentsMeta Horizon Go-to-Market Academy’s Social Media 101 Resources created by Unfold
Whether you joined us live or couldn't make it, now's your chance to dive into the strategic frameworks that major publishers use to launch their apps and games. Use these resources to: Adopt the ‘4Cs’ framework used by major publishers to build a data-driven social media plan. Define an authentic brand voice for your studio that stands out in a crowded market. Select the right social platforms for your goals and learn tactics to build a loyal community. Track meaningful metrics like awareness, engagement, and conversion to measure your marketing ROI.
67Views0likes0Comments🎥First 4 sessions of Meta Horizon Go To Market Academy - Now Available
🎥First 4 sessions of Meta Horizon Go To Market Academy - Now Available Meta Horizon Go-to-Market Academy offers launch education and resources that help developers and creators succeed. Game Marketing Asset Creation with Scout House In this session, you’ll learn how to: Understand the essential assets needed for a successful launch and how to prioritize them Create professional-looking key art and trailers Plan your content efficiently and repurpose your key assets for broader reach across multiple channels Get insights into practical templates and workflows to streamline your content production Download resources here Influencer Marketing Tactics for Games with VAL In this session, you’ll learn how to: Identify content formats that drive engagement for your app/game Apply outreach strategies to engage influencers for your campaign Learn to measure results from your campaign Download resources here Game Marketing Strategy with Scout House In this session, you’ll learn how to: Leverage marketing best practices to reach your target audience and launch your app Apply marketing and outreach strategies to diversify your audience Identify the next steps for building your personal marketing plan Download resources here Social Media 101 for Game Dev with Unfold Adopt the ‘4Cs’ framework used by major publishers to build a data-driven social media plan. Define an authentic brand voice for your studio that stands out in a crowded market. Select the right social platforms for your goals and learn tactics to build a loyal community. Track meaningful metrics like awareness, engagement, and conversion to measure your marketing ROI.
45Views1like0Comments🎥On-Demand Video - Influencer Marketing from Meta Horizon Go-to-Market Academy and VAL
The On-Demand Video for Meta Horizon Go-to-Market Academy’s Influencer Marketing Webinar hosted by VAL is now available! In addition to the recording, you can also download the accompanying influencer marketing worksheets below. Use these resources to: Craft clear influencer content guidelines with the provided templates Draw inspiration from content examples Effectively track campaign performance using the tracking guide and CPM calculator Find the worksheets attached below: VAL Influencer Brand Guidelines Template Brand Guidelines Checklist Short-Form Content Examples Content Tracking Guide Influencer CPM Calculator
94Views2likes0CommentsMarketing Asset Creation Webinar hosted by Scout House and Meta Horizon Go-to-Market Academy
Meta Horizon Go-to-Market Academy partners with Start to offer launch education and resources that help developers and creators succeed. This on-demand session provides a clear and repeatable roadmap for turning low-cost in-engine capture into the professional-quality promotional materials you need for a successful launch. We partner with Scout House to bring you this guidance. As a content production studio that’s helped launch over 100 games, worlds, and apps, their experts will guide you through planning and creating professional-quality key art, trailers, and social content from your own in-game captures. In this session, you’ll learn how to: Understand the essential assets needed for a successful launch and how to prioritize them Create professional-looking key art and trailers Plan your content efficiently and repurpose your key assets for broader reach across multiple channels Get insights into practical templates and workflows to streamline your content production In addition to the on-demand recording, you can also download the accompanying resources. Use these resources to plan your production, create professional assets, and get the most value out of every shot you capture. Downloadable Resources Production Library - Shotlists, Safe Zones, and Store Page Mockups (In-Situs) This template package gives you the tools to plan your production and design your final store key art. Use the included template to build out a Trailer Shot List for your team’s capture session. Then, use the Key Art Composition Guide, with its safe zones and focal point guides, and the Store Page Mockups to test your art’s effectiveness against other thumbnails and see how it will look live in the store. The Triangle Test - How to Make Your Assets Work Harder This worksheet introduces the 'record once, reuse everywhere' system to get the most value from every capture session. By answering a few planning prompts, you will map each video clip to at least three different uses (like store teasers, social posts, and press assets). This process saves significant editing time and ensures no captured footage goes to waste. Sharing Your World on Social Media - Tips and Tricks This guide provides a straightforward strategy for social media using the assets you already have. Learn simple techniques to repurpose your gameplay clips and key art into engaging posts for your community. A consistent social presence helps even the best games get discovered. 🎥 View the webinar & download the resources:
119Views0likes0CommentsQuest Logos for Game Marketing
Hello all, Am I allowed to use Meta Quest logos in my game's advertising? The game I'm developing is, at the moment, exclusively for Meta Quest headsets and I'd like the artwork to have the correct logos. If so, where on earth do I find them?! I've search the developers site and cannot find any logos. Surely there's a Meta logo kit? Can anyone provide a link? Cheers guys! Simon141Views0likes7Comments