About the Project: Speaker King
🎧 What Inspired Me
As 10 the Creator, I’ve always believed music is more than sound — it’s story.
Speaker King was born from that idea. A mobile game that lets players feel the hero’s journey through rhythm.
Coming from a background as a music producer and storyteller, I wanted to create something that merged my love for beats with immersive storytelling. What if sound was the reward? What if silence was the enemy?
🧠 What I Learned
- Game design is storytelling with mechanics
- Simplicity wins in mobile gaming — the fun has to be immediate
- Sound design isn’t just background — it’s gameplay
🔧 How I Built It
- Installation & Setup Installed Meta Horizon Worlds on Windows and configured it for development on Oculus Link. Installed all required SDKs and configured asset streaming support for mobile-optimized builds.
- Learning & Prototyping Continue to study Meta’s Creator Tutorials including: World building tools Scripting syntax using Meta’s typescript language Behavior control for NPCs Explored pre-made worlds and templates, reverse-engineered their logic, and documented best practices for: NPC behaviors (wander, idle, react) Trigger zones User-item interactions Utilized Meta’s sample logic packs (like NPC brains and dialogue modules) to jumpstart development.
- World Building – "Speaker City" Theme: Music-powered city inspired by the identity of a "Speaker King" Gen AI Tool Usage: Designed buildings resembling guitars and speakers Generated vehicles (cars, trucks) and public elements (trees) Fine-tuned layouts to maintain user navigation paths and performance Structured the city with: Central quest hub Side alleys for hidden items
- Core Gameplay Mechanics -Quest System Player receives a quest to collect 10 floating headphones hidden throughout the city -Uses trigger colliders and collection logic tied to a progress tracker -Logic Tree: On collecting all items → trigger success message and sound → unlock new dialogue with NPC or reward area -Navigation Design Spawn points and checkpoints established to help users orient themselves Players can explore freely or follow hint prompts to guide headphone collection
NPC Combat System Zombies Introduced zombie NPCs with attackable states Integrated a sword weapon object: Equipped via trigger or proximity Interacts with zombies using collision detection and health logic Zombies feature: Basic patrol path Player tracking behavior if within range Hit response logic (flinch, disappear) Behavior Trees Each zombie uses a custom “NPC brain” script from Meta’s kit: Idle > Alert > Chase > Attack > Reset loop Implemented respawn or cleanup logic to prevent world clutter
Mobile Optimization & Testing Primary focus: Ensure all interactions and visuals are optimized for Meta Quest mobile experience Performed: Draw call reduction by combining meshes and using low-poly assets Audio optimization by compressing sound cues NPC behavior throttling to reduce CPU load Mobile-friendly lighting setup (baked lighting + fog effects) Testing & Iteration Regularly tested on mobile device to verify: Load time Frame rate (targeting 72 FPS) UI clarity and readability Player testing feedback used to: Add more clarity to item locations Improve NPC aggression timing Reduce visual clutter in high-traffic areas
🚧 Challenges I Faced
- Translating musical emotion into gameplay mechanics
- Keeping controls intuitive while retaining depth
- Balancing visual storytelling with fast mobile pacing
-Limitations in Meta’s scripting tools for advanced game logic -Gen AI models sometimes produced geometry-heavy assets requiring manual cleanup -Balancing performance vs. visual appeal especially on mobile -Collision bugs between NPCs and weapons initially broke immersion
Lessons Learned
Meta's Horizon scripting and Gen AI tools are powerful but require careful moderation to maintain performance. Mobile-first design should drive every layout and feature decision. Testing early and often prevents late-stage refactors and asset replacements. NPC combat adds engagement but must be lightweight to avoid crashing or lag.
Built With
- ai
- behavior
- feedback
- gen
- google-drive
- horizon
- logicpro
- meta-horizon-worlds
- meta-quest
- on-device
- script
- user
- windows


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