Solo Mobile Game Dev: From Idea to Playable in 30 Days
In this workshop, Ashes2Ashes2 breaks down her full process for creating "Flavor Bound," a mobile match-chain puzzle game. You'll learn how she balanced exploration with planned development, why constraints are your best friend (not your enemy), and how she designed clean, modular systems that actually work. Whether you're a solo dev or working on a team, these strategies will help you ship your game instead of leaving it in the drafts.
11Views0likes0CommentsMobile 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.
12Views1like0Comments🎥 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!
77Views2likes0Comments🎥 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!
24Views2likes0Comments🎥 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!
56Views1like1Comment🎥 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.
31Views1like0Comments🎥 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.
36Views0likes0Comments🎥 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 “unfinished business” that lets them show off their progress, you’ll 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.…
33Views0likes0Comments- 90Views0likes2Comments
[Meta Worlds Desktop Editor] Is animation import now supported in the Custom Model Import tool?
While importing a custom 3D model in the latest Meta Worlds Desktop Editor, I noticed there is an "Import animations (experimental)" option in the import dialog. Previously, animation import was not officially supported, and creators had to manually animate objects using scripts. This new option looks like it might allow importing baked animation clips from Maya or Blender (it even mentions "Bake Animation" and "Sampling Rate" settings). Has anything changed recently? Is there any documentation or example explaining how to use imported animations once the model is uploaded? Additionally, is it possible to select which animation from an FBX file is used after import, or are there any specific guidelines or limitations regarding supported animation formats and settings?119Views2likes1Comment