Mobile Game Design: Building Engaging 5-Minute Loops
In this workshop mentor MikeyAce breaks down the psychology of short-session mobile gaming and reveals the exact framework top developers use to create strong short core loops. Discover how award-winning games like Mall Mayhem and Star Chasers keep players coming back using rapid rewards, smart hooks, and graceful exits. Whether you're building your first mobile game or refining an existing one, these techniques will transform how you think about player engagement.
10Views1like0Comments🎥 Porting Games: Game Design of VR vs Mobile
What does it actually take to bring a VR world to mobile? In this session, GausRoth walks through the entire process of porting Derelict — a sci-fi exploration game originally built for VR — into a fully playable mobile experience. Whether you're thinking about porting your own VR world or starting fresh for mobile, this is a real-world blueprint you can follow!
73Views2likes0Comments🎥 From Headset to Handheld: Building for Mobile Players
Thinking about bringing your Horizon world to mobile? This session is your complete checklist! SeeingBlue walks through everything you need to know when converting a VR world to mobile — from shifting your design mindset to nailing the technical details before you hit publish. Whether you're porting an existing VR world or building mobile-first, this checklist will save you hours of headaches!
20Views2likes0Comments🎥 Mobile Gestures API Exploration in Worlds
Ever wondered how to make your world feel great on mobile? In this MHCP Feature Detectives session, Ashes2Ashes2 and SeeingBlue dive hands-on into the Mobile Gestures API. They explore how to detect taps, swipes, and more to create intuitive mobile interactions. Whether you're porting your world to mobile or just want to level up your scripting, this session walks you through our real-time problem-solving process, mistakes, discoveries, and all!
47Views1like1CommentMy 2nd Game: Drive Up Spiral For Cash
Finally released my car/obby game. The game is very simple but required quite a lot of effort to code the vehicle simulation parts until it feels good. Please help checkout the game and let me know what you think. Before this i did a pre-release of the game and had some friends checking it out. But it seemed too difficult so this is the 2nd release of a much more friendlier version: https://horizon.meta.com/world/10164222734875498/?hwsh=mFOVW3SiwD&locale=en_US Here are some screenshots:50Views1like0Comments🎥 Mobile Controls Design 101: Forgiveness, Feedback & Feel
It’s about 3 taps till the rageshake. In this session, Ashes2Ashes2 shows why good tap design isn't about smaller buttons, it's about forgiveness, feedback, and feel. She breaks down hitbox sizing, button spacing, layered feedback, and interaction zones that just work. Plus a remixable Tap Friendly Design Gym to practice it all.
28Views1like0CommentsMerge Foxes @ Fox Flats
*Updated 3/29* Merge Foxes is a fast-paced, mobile-first Move & Merge game. Players combine matching foxes to level up, earn in-game currency, unlock new fox types, and progress through timed rounds that increase in difficulty. The game features: Custom scripted UI leaderboard XP + money progression system Unlockable foxes with unique merge conditions Round-based challenges with increasing difficulty Risk/reward mechanics (fire tiles, combo streak bonuses, disco events, etc.) Built-in pause + directions for new players This project was built to deepen my understanding of mobile UI systems and TypeScript scripting. I remixed a base world to study structure, then rebuilt and expanded it with my own scripts, systems, and progression mechanics. Currently testing balance, UI margins, and merge difficulty scaling before full release. Feedback is welcome! https://horizon.meta.com/world/889073964004774/?hwsh=265wjPXOaT210Views1like4CommentsDevLog #3 - 26th March 2026 - Onboarding Trailer
Hey! For those that don’t know me, my names Mitch and I make indie games on horizon worlds. This week I focused on the ‘first-time-user-experience’ of the world. From chatting with a mentor in the creator program, I learnt a huge tip for onboarding new players: The loading screen! Horizon Worlds lets you upload a custom video to play while your world loads. Since players will have to stare at that for 20-30 seconds while your world loads, that absolutely counts as the 1st 30 seconds they experience of your game. So like how YouTube video creators need to over index their efforts on the 1st 30 seconds of their content (especially the 1st 3-5 seconds), this should apply to this loading trailer for the world. Imagine losing players before the world has even loaded… So this week my efforts were mostly outside the game editor, and instead working in vector graphic and video editing software, creating overlay tiles to appear on top of my existing trailer. I introduced 3 onboarding tiles that illustrate the gameplay loops, reduced down to be as simple and understandable as possible. Gameloop 1 (Every 1-10 seconds) Collect trash Gameloop 2 (Every 10-30 seconds) Collect ducks Gameloop 3 (Every 1-5 minutes) Claim pets with perk upgrades to reach distant zones The bonus benefit of having to refine clarity around the core gameloop system, is that it helped me think about future balance changes. For example, I realise the trash collection and duck collection are currently on par in terms of loop timing + action. In a future update (likely next week) I plan to: Shorten the trash loop time, by increasing trash volume + default carry capacity, maybe reduce value of each; Increase the duck loop time, by having less ducks, 3 per tide level instead of current system of increasing per level; and Have the distant zone more visible as the tide goes down, to intrigue players to want to get further in the map, which requires pet duck upgrades. That's what I’ve been working on this week. Wbu?60Views1like1Comment🎥 Invisible Tutorials: Onboard Your Players Instantly
Players decide whether to keep playing in the first seconds, so your onboarding can’t afford to be slow. In this session MikeyAce explores how to design onboarding experiences that hook players instantly, teach mechanics naturally through play, and sustain engagement from moment one. You’ll learn practical techniques for pacing, level design, visual cues, and player guidance. Plus playtesting tips to quickly spot confusion, reduce drop-off, and make your opening feel effortless and fun.
30Views0likes0CommentsWhats your problem?
Hey creator forum reader! I’m doing some research and could use your help. I make educational horizon creator content on YT, but before working on something new, I want to hear where people actually struggle, so I know I’m helping solve the right problems. I’m looking to have 10 conversations with creators, specifically anyone who has dabbled as a world creator, but for whatever reason still hasn’t published their world. OR Anyone who HAS published, but is still yet to reach their 1st 1,000 visits. Who am I: My name is Mitch. I’ve been working in the VR industry for nearly a decade, from Oculus sales floor rep to working with the dev team on Meta Workrooms (RIP). I love VR and have made a living in this industry trail-blazed by Meta. Even up to where we are now taking on mobile gaming! Even though Meta Horizon Editor is still so early, I’ve already got a full years experience from fresh start to 1st world publish to 200,000+ impressions on my 1st world in 7 days. I want to help those a few steps behind me navigate the creator labyrinth faster than I did. If you fit the description above, or know anyone who does, please join my discord and I'll reach out: https://discord.gg/nRkM7bHCf9 If not then please disregard and best of luck on your creator journey 🎨 Godspeed.189Views1like5Comments