Inspiration

I was inspired by a game with similar elements and chose to recreate the part I enjoyed most. I combined that with gameplay I personally love to experience, building a version in Horizon so others could share in the fun.

What it does

Red Light, Dead Light turns the classic stop-and-go childhood game into a high-stakes FPS challenge. Players can shoot during green lights to eliminate others, but firing during a red light causes self-damage. With respawns, a 3-minute timer, and a win awarded to the top killer (not the last player standing), this game is all about skill, timing, and controlled chaos.

How we built it

I built Red Light, Dead Light in Horizon Worlds using custom scripting, synched player stats, and interactive UI. The game combines precision shooting with red light/green light timing, rewarding strategic play. Features include a countdown system, kill-based win logic, dynamic lighting, and immersive audio cues.

Challenges we ran into

I started this world with basic understanding of Typescript, but found myself in new territory with this build. There were many, many times I had to debug scripts I didn't have the first clue about fixing. A goal of mine was to make this game as optimized as possible for mobile, and in doing so I wanted to ensure my entire map was one object. I spent a lot of time learning as much as I could in Blender in order to make this happen.

Accomplishments that we're proud of

I'm proud of how much I learned in regard to scripting and design. I started with limited TypeScript knowledge, but now I can confidently navigate and troubleshoot code. I also learned how to build and texture a full custom map in Blender, optimize assets for mobile, and balance design with performance. While there are still things I’d improve given more time, I’m genuinely happy with everything I’ve learned and accomplished through this build.

What we learned

I'm proud of everything I was able to learn over the past month. I know a lot more about scripting and 3D design. I'm also very happy with everything I learned in regard to optimization. It always confused me just a little bit, but after this experience I have a better understanding of what is best suited for mobile vs. VR.

What's next for Red Light, Dead Light

I plan to add custom wearables and/or weapons so players can show off their wins and personalize their experience. I also want to make the world more interactive and rewarding, from lobby features to gameplay feedback. Over time, I’ll keep improving pacing, mechanics, and variety so it’s something I’ll genuinely want to return to and play myself. I’d love to make it more shareable too, with memorable moments and social features that keep players coming back. This is version 1 and I plan for this game to continue to evolve in the future.

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