Inspiration

O.P.F Meta Horizon was inspired by a simple idea: what if a user could visually walk through their own Origin, Present, and Future and the system adapts to their decisions in real time? We wanted to create an XR experience that feels meaningful, personal, and emotionally engaging, even without access to Meta Horizon in my region. So we built a full interactive prototype from scratch using Three.js + WebXR, optimized for mobile and browser, so anyone can try it instantly. The goal was to demonstrate the full mechanics, design language, and dynamic progression system we would deploy on Meta Horizon if we had access to the platform.

What it does

O.P.F Meta Horizon is a three-zone XR journey: ORIGIN — Memory Rings Users explore floating memory rings, collect them, and unlock their personal timeline. PRESENT — Life Stations A neon cyber-street where each station increases stats like: • Health • Wealth • Mindset • Career • Relationships Each choice shapes the user’s path. FUTURE — Destiny Rings Floating rings, god rays, sky platforms, and portals reveal possible futures based on choices. HUB — Reflection Chamber Displays: • Total XP • Origin/P resent/Future completion bars • Stats summary • Replay option

How we built it

We built the entire system using Three.js, custom animation loops, raycasting for interaction, dynamic object creation, state management, UI overlays, and WebXR session handling. All assets (zones, lighting, colors, rings, stations, portals) were hand-coded with no external 3D models. The design language matches the neon-purple, pink-cyan, and gold palette of my visual reference boards. Key features developed: ✔ Fully functional 4-zone XR environment ✔ Click/tap interactions for all objects ✔ XP + stat progression ✔ Portal unlock system ✔ Dynamic UI with animations ✔ Mobile optimization ✔ VR mode via WebXR ✔ Full prototype hosted on Replit

Challenges we ran into

The primary challenge was maintaining visual richness and emotional impact while adhering to strict mobile performance budgets. We had to ruthlessly simplify complexity, focusing on polished core features rather than numerous half-finished ones. Another challenge, highlighted by our initial WebXR development, was ensuring a seamless transition of custom logic and unique interaction models into the Horizon platform, especially in areas like custom UI and object interaction.

What we learned

We learned that when building for a competition with a tight deadline, it's crucial to "underpromise and overdeliver" by keeping the initial concept simple and focusing entirely on polish and performance. We also validated that mobile-first design is inherently more accessible and innovative, as its constraints force clarity, which is a key requirement for mobile Horizon Worlds. Building this pushed us deeply into: • Real-time rendering • Performance tuning for mobile • Writing clean, modular, scalable game logic • Working around platform limitations • Designing systems emotionally meaningful for users We proved that even without direct access to Horizon OS tools, it's possible to simulate a complete, production-ready interaction model.

Accomplishments that we're proud of

We are most proud of successfully creating a new category of 'Purpose-Driven XR' that is accessible to non-gamers and works flawlessly on a range of mobile devices. We achieved performance targets that demonstrate what's possible within mobile XR constraints, while retaining the essential psychological design that drives player transformation. This project is a strong case study in Progressive Enhancement, starting simple and ensuring content availability for all devices.

Next steps

The immediate next step is integrating advanced social features like leaderboards and social sharing. Our long-term vision is to evolve O.P.F. into a creator platform and marketplace, allowing coaches, educators, and other creators to build and sell their own purpose-driven modules and themes on the O.P.F. framework. We also plan to pursue Enterprise Licensing for corporate and educational wellness programs, including: • Hand/gesture interactions • Horizon avatars • Voice-guided narrative • Multiplayer shared experience • Published Horizon world • Real persistence + cloud saves

RISK MITIGATION

Critical Risk: Platform Dependency

  • Risk: Building exclusively on Meta Quest locks us into their ecosystem
  • Mitigation: Abstract XR layer using OpenXR, maintain WebGL fallback
  • Escape Path: Design for eventual port to Pico, Apple Vision, SteamVR

Business Model Infrastructure:

· Token/Economy Engine: Blockchain . digital ownership ledger · Creator Monetization: Revenue share system, tip jar, asset sales · Subscription Services: Tiered access, premium features

Cross-Platform Bridge:

Meta Avatar SDK Integration Meta Social Graph API Platform Store Requirements

PHASED ROADMAP

Development Phases:

Phase 1 (Months 1-3): Core Prototype

  • Unity + Meta XR Simulator + Basic Avatars
  • Single-shard test world
  • Basic movement/interaction

Phase 2 (Months 4-9): Platform Foundation

  • Multiplayer backend (Photon/Nakama)
  • Content pipeline
  • Creator tools v1

Phase 3 (Months 10-18): Scale & Ecosystem

  • World sharding system
  • Plugin SDK
  • Economy systems

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