Inspiration
I’ve always liked basketball, and I wanted to mix that passion with the identity of my 3D design studio, MUCHOGUSTO. Popcorn has been part of the studio’s branding from the beginning, so the idea of turning it into a basketball-style arcade game came naturally. The goal was to design something simple, addictive, and fun to play, while also making it remixable so other creators can build on it.
What it does
Pop-Blockers is an arcade basketball game where you throw a popcorn kernel into a giant bucket. Every score adds +1, triggers a popcorn particle effect, and plays the signature “pop” sound from the MUCHOGUSTO intro. A round timer keeps the pace, and the kernel respawns automatically so the action never stops. The world also includes a row of seats with sit animations, an NPC with instructions, background music from Cabo (MUCHOGUSTO’s artist), and a gizmo to change the environment. It works across VR, mobile, and PC.
How we built it
The world is organized inside a GameRoot that contains all the elements, with editable values exposed in a GameSettings object for remixing. The kernel uses a simple respawn system tied to the scoreboard. A 60-second timer starts automatically on the first score, and it can easily be adjusted in GameSettings to 30 seconds or any other value. VFX and audio bring feedback to each goal. The NPC and in-world signs guide both players and remixers. To optimize, a death trigger clears any kernels that fall out of bounds.
Challenges we ran into
Cross-platform behavior was the biggest issue, since mechanics don’t always work the same in VR, PC, and mobile. Simplifying UI and using signs was the solution. Time was also limited, so I decided not to include leaderboards or advanced features. Instead, I focused on creating a clean and remixable base.
Accomplishments that we're proud of
I managed to deliver a complete, working game loop with score, timer, respawn, VFX, sound, music, seating, and NPC guidance in a short time. Most importantly, it’s easy for anyone to remix and adapt into their own game by editing the GameSettings.
What we learned
Designing for remixability requires a different mindset than designing for polish. I learned to prioritize simplicity, documentation, and clarity. I also realized how small details, like seats for spectators, can improve the social feel of a world.
What's next for POP BLOCKERS! 2 - Basketball - Remixable World - MUCHOGUSTO
Future versions could introduce moving buckets, power-ups, skins for the kernel, or integration with In-World Purchases. The long-term goal is to expand the MUCHOGUSTO identity into clothing for Meta Avatars once the function becomes available for the studio.
https://linktr.ee/MuchoGustoStudio
Instagram: @muchogusto.wip Meta Horizon: @muchowu
Built With
- blender
- cinema-4d
- genai
- horizon-scripting
- horizon-worlds-desktop-creator
- marvelous-designer

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