Inspiration

Fear is a powerful force—one that shapes our decisions, reactions, and even limits what we experience. We wanted to take phobias, something deeply personal yet universally shared, and transform them into thrilling, immersive adventures.

We started with Arachnophobia, one of the most widely recognized fears, because so many people can relate to it. Whether it’s mild unease or full-blown terror, spiders have a way of creeping into our subconscious. This project invites players to confront that fear in a playful, engaging way—turning dread into an exciting challenge.

What it does

Throughout this journey, we explored the Meta Horizon building platform, strengthened our Blender asset management, and learned to leverage Meta's AI tools. We also gained valuable experience working as a team and were introduced to TypeScript.

We’re incredibly grateful to the mentors who guided us, offering insights that helped us navigate challenges. Designing this world taught us a great deal about game mechanics, player interactions, and immersive storytelling—especially in balancing fear and fun to create an engaging experience.

How we built it

Using Meta Horizon tools, we designed a swampy world filled with platforms that players must navigate to rescue baby spiders and bring them to safety. To add an extra layer of intrigue, we introduced a magical orb that reveals a phobia the player might have—bringing an unexpected twist to the experience.

We built this world using Meta's Gen AI, Blender, and Adobe Photoshop, along with insights gathered from tutorials, development documents on the Community Forum, and Meta's official developer documentation. Each tool and resource played a crucial role in shaping the eerie yet engaging atmosphere of our world.

Challenges we ran into

One of our biggest challenges was fine-tuning gameplay mechanics—finding the right balance between an engaging rescue experience and smooth player interaction with the baby spiders. We also worked hard to shape the world’s atmosphere, ensuring it was eerie enough to evoke phobias without making it overwhelming.

While time constraints meant we couldn’t implement every idea, the journey was an incredible learning experience. We grew as creators, problem-solvers, and teammates, and we’re excited to keep building and refining our vision for the future!

Accomplishments that we're proud of

We’re incredibly proud of what we’ve learned throughout this journey—from mastering new tools to refining our skills in world-building, asset creation, and game mechanics. Seeing our vision come to life in this immersive environment has been a rewarding experience, and building on this amazing platform has made it even more special.

But above all, what would make us the proudest is knowing that players enjoy the world we've created—that they find excitement, challenge, and maybe even a little bravery in facing their fears. If our world sparks curiosity and adventure, then we’ve truly succeeded.

What we learned

Building this world taught me a lot about game mechanics, player interactions, and world design in Meta Horizon. I experimented with different ways to make the environment eerie yet engaging, balancing fear and fun in a way that encourages exploration.

What's next for No Fear = No Fun! ARACHNOPHOBIA

We’re excited to expand the world with new game mechanics that enhance the experience and make the rescue mission even more thrilling. We also plan to add more vibrant assets to bring the swamp to life, making it even more immersive and visually striking.

Working with Meta's AI for texture and 3D model generation has been a fascinating experience, and we’re eager to explore these tools further—alongside Typescript coding—to push the boundaries of what we can create. As we continue refining our skills, we look forward to evolving this world into something even bigger and better!

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