Rotating Selfie - RC XR Arch - Halloween's Version
Inspiration
Everything started at the Horizon Worlds Creator Summit in New York. As an architect in real life and a developer since 2022, I've always believed that the most powerful experiences connect spaces and people. I wanted to create something that bridges Horizon Worlds with Meta's entire ecosystem – not just a game, but a cross-platform creative hub where virtual and social worlds merge seamlessly.
What it does
Rotating Selfie is a rhythm-based social experience where players dance on a rotating platform, capture their best moments through selfies and videos, and earn points through their performances. The gameplay is structured around three sequential quest moments, each building on the previous to create a cohesive engagement loop:
Pumpkin Hunt – The first quest introduces players to exploration and collection mechanics. Players roam the environment searching for pumpkins, collecting them to gain initial points and unlock access to the next quest.
Skull Quest – The second quest focuses on precision and timing. Players engage in a target-shooting challenge, aiming at skulls placed strategically in a lunapark shooting gallery. This phase tests accuracy and rhythm while contributing to the cumulative score.
Ride the Ferris Wheel – The final quest use elements from the first one: players must hunt for pumpkins inside the rotating Ferris Wheel / Watermill Wheel, avoiding barrels now with a dual-mode challenge. Success in this stage rewards rare in-game items, and encourages cooperative gameplay and social sharing.
Players can purchase items from the in-world store with codes, share their performances on social media by tagging the creator, and unlock special rewards in-game.
Camera perspectives: The default view is the First Camera View, giving players a standard over-the-shoulder perspective while maintaining full mobility and awareness of the environment. Shooting is first camera view.
How we built it
Developed solo in Horizon Worlds using TypeScript, starting in late August 2025. The architecture includes:
- A point and progression system with tiered rewards and codes.
- Cross-platform integration using QR codes and "Meta's Social Following" for instant social access and content sharing.
- An in-world 3D keyboard for code redemption.
- Three-stage quest pipeline (Pumpkin Hunt → Skull Quest → Ride the Ferris Wheel) that ties directly to scoring and shop unlocks. All the songs belong to https://business.facebook.com/sound/collection/
Technical optimizations include particle pooling, lazy asset loading, and scene streaming for smooth mobile and VR performance. Quest mechanics are event-driven, updating scores, visual feedback, and multipliers in real-time, while social interactions trigger redeemable codes through the 3D keyboard system.
Challenges
Simplifying cross-platform flow between Horizon Worlds and Meta social apps was a major challenge: reducing friction between sessions and apps while maintaining engagement.
Integrating the three quests added complexity:
- Pumpkin Hunt: Persistent collection states.
- Skull Quest: Target hit registration and scoring reliability.
- Ride the Ferris Wheel: Coordinating dual-mode collection under rotation and timing constraints.
VR-specific optimization, GenAI NPC Giselle e Neonix integration, and solo development (designer, developer, tester, community manager) made every decision critical.
Accomplishments
- Complete cross-platform experience linking Horizon Worlds with Instagram .
- Balanced economy: items , codes (50–500 points), five-tier system encouraging authentic social sharing.
- Sequential quests guide player progression: collection → precision → dual-mode social spectacle.
- Smooth VR and mobile performance despite complex quest logic.
Lessons Learned
Technical: Optimisation across headsets to improve, networked quest state management, and TypeScript patterns for persistent storage are crucial.
Strategic: Sequential quests with increasing complexity (Pumpkin Hunt → Skull Quest → Ride the Ferris Wheel) maintain engagement and reward skill progression.
Philosophical: The community is the game. Player creativity and sharing define the experience.
Scoring System (with LaTeX)
Let (P) be the points collected in Pumpkin Hunt, (S) the points from Skull Quest, and (F) the points from Ride the Ferris Wheel. The total score (T) is:
[ T = P + S + F \cdot M ]
where (M) is a multiplier applied in the dual-mode final quest ((1.0 \le M \le 3.0)).
Points for each quest are computed as:
[ \begin{align} P &= \sum_{i=1}^{N_p} p_i \ S &= \sum_{j=1}^{N_s} s_j \ F &= \sum_{k=1}^{N_f} f_k \end{align} ]
with (N_p, N_s, N_f) the number of items or targets collected/hit in each respective quest, and (p_i, s_j, f_k) the points for each individual item.
Next Steps
Priority fixes: VR optimisations, synchronisation for Ride the Ferris Wheel, and persistent quest states.
Feature additions: Judge system with virtual influencers, evolving quest challenges, seasonal modifiers, and advanced scoring.
AI evolution: Deeper GenAI avatars for NPCs and adjudication.
Long-term vision: Transform Rotating Selfie into a fully social creative hub with crew systems, live events, contests, and collaborations with music artists.
Developed with ❤️ in Horizon Worlds
Developer since 2022 | Architect | Creator



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