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"Old build - the tavern’s got more cobwebs than customers and enough dusty books to start a haunted library. Cozy, in a cursed kind of way
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Old build - "In the early age of this realm, even dragons made of stone study the arcane… quietly preparing for the chaos to come."
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Old build - "This is the old courtyard. It's rough around the edges, a little cold… but there's still beauty buried in the stone."
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Old build - "Wait… are those wasps? Yeah, now I see why folks think twice before adventuring around here."
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Old build - "Why twilight? Rookie, you must’ve missed the memo — duels only start at sunrise around here.
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Old build - “Mr. Bones and his bat sidekick? They don’t exactly scream ‘heroes’ — more like ‘approach with caution.’”
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New update - "Maybe the Fox wizard and her scaly little sidekicks can help… if our local wizard ever stops napping under his own staff."
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New update -"Ah yes, the battlefield's doing its little shuffle — nothing like unstable terrain to spice up a duel!"
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New update -"Just look at this place... the town's got a kind of magic all its own — charming, chaotic, and somehow still standing!"
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New update - "Look out! That Red Knight and his fire-breathin' sidekick are back, causing chaos and droppin’ bombs like party favors!"
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New update -"I hope these jokes land... said the jester right before getting catapulted."
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New update -"Swing swords, dodge spells, then dine like royalty. Salmon, cheese, and fruit — the post-duel essentials."
🎯 Inspiration
Spell Drop is a labor of love born from my deep admiration for the artistry and complexity behind tabletop classics like Magic: The Gathering and Dungeons & Dragons. As a lifelong fan and developer, I was inspired to capture not just the strategic depth of these games, but their ability to create immersive worlds where every choice matters and every moment is charged with tension and excitement.
What drives me as a developer is the desire to bring that same thrill and meaningful interaction into VR, crafting an experience that feels both familiar and fresh. This New Direction I took with Spell Drop, is my attempt to blend tactical gameplay with emergent storytelling — a game that challenges players to think on their feet while inviting them into a living, breathing fantasy world.
This project is as much about pushing my own creative boundaries and technical skills as it is about delivering an unforgettable player experience. Every line of code, update, every model, every mechanic reflects a commitment to quality, and passion for innovation.
In short: Spell Drop isn’t just a game — it’s my way of sharing the magic of strategy and storytelling with the VR community, and inviting players and fellow developers alike to join in the journey.
🚀 What It Does
Step into the heart of a fantasy medieval castle where chaos meets strategy in a high-stakes PvP survival arena. The core goal: be the last player standing. What sets Spell Drop apart?
- Dynamic Maps: The entire play area is an active part of the scene and shuffles to a new, procedurally generated layout every round, demanding fresh strategies and adaptability from players.
- Action-Packed Blocks:
- Boom Blocks explode, altering player positions and terrain.
- Icy Blocks introduce unpredictable slip mechanics.
- Timer Blocks require precision timing or instant elimination.
- Boom Blocks explode, altering player positions and terrain.
- Magical Spellbooks: Collect powerful buffs:
- Blue: Super Speed
- Purple: Double Leap
- Green: Invincibility
- Red: Devastating Firestorm
- Blue: Super Speed
- Cosmetic Upgrades : gameplay-neutral weapon skins (IWP)
🛠️ How I Built It
This project embodies creativity overcoming constraints:
- Migrated from hand-me-down assets to fully custom Blender models.
- Developed core mechanics and interactions via Meta Horizon’s scripting SDK.
- Integrated multiplayer networking for 2–8 player matches, physics-based terrain dynamics, and responsive power-up systems.
⚔️ Challenges Overcome
- Rapidly acquired skills in tri-mesh modeling and scripting with no prior experience.
- Shifted focus to mobile optimization, balancing performance and visual fidelity.
- Reworked storytelling approach for broader audience appeal after an initial "hardcore" aesthetic underperformed.
- Managed project setbacks and used each as a learning opportunity to fuel improvements.
⚙️Upgraded: World Optimization, APIs & Visual Storytelling
- Invested hundreds of hours iterating on gameplay loops, UI, and storytelling.
To enhance accessibility and performance, especially on mobile:
- Reduced heavy 3D model use, replacing many with optimized UI images.
- Enhanced narrative presence with interactive characters offering tips, secrets, and humor.
- Shifted visuals from grim, dark, and realistic to vibrant, welcoming, and story-driven:
- Vivid color palettes
- Larger, mobile-friendly fonts
- Expressive villagers with contextual dialog
- Custom environments that actively set the game’s tone
- Vivid color palettes
Platform-Specific APIs
Improving performance tracking, and controller input for Mobile via setting auto gestures in Desktop editor for animation sword swinging. -Level-up system based on number of wins track in Stats.
🎭 Metric Comparison Improvement
| Metric | Old Build | New Build | Improvement |
|---|---|---|---|
| Objects | 46% | 46% | — |
| Simulation & Animation | 128% | 63% | ✔ 51% reduction |
| Geometric Complexity | 172% | 74% | ✔ 57% reduction |
| Sound | 1% | 0% | ✔ Minimal usage |
| Memory Usage (avg) | 5678 | 3633 | ✔ ~36% reduction |
🎭 Visual & Gameplay Comparison
| Element | Old Build | New Build |
|---|---|---|
| Tone & Theme | Grim, realistic, hardcore | Bright, inviting, story-focused |
| Target Audience | Mature/hardcore players | Younger and casual players |
| Color Palette | Muted, desaturated | Vivid, saturated |
| Villagers | Static, minimal interaction | Animated, humorous, context-aware |
| Fonts | Small, hard to read on mobile | Large, bold, mobile-friendly |
| Environment | Static, heavy atmosphere | Dynamic, lively, engaging |
| Storytelling | Sparse narrative feedback | Embedded via characters and UI images |
| Performance | High resource consumption | Optimized with UI and asset swaps |
🏆 Leaderboard Integration = More Player Retention
To maximize replayability and player engagement, I am integrating comprehensive leaderboards that encourage competition, social rivalry, and continuous progression. Key considerations include ensuring leaderboard UI is intuitive, unobtrusive, and well-integrated into gameplay flow.
How My Leaderboards Promote Retention
- Clear, quantifiable goals that extend playtime beyond single matches.
- Social competition via friend and global rankings.
- Diverse leaderboards honoring different playstyles and skill sets.
Proposed Leaderboard Categories
| Title | Description |
|---|---|
| Speedster | Number of Blue books engaged (SuperSpeed) |
| Unstoppable | Number of Green books engaged (Invincibility) |
| Top Spell Casters | Most frequent round wins |
| Super Boomer | Highest-impact explosive or area damage |
| Fire Starter | Number of Red books engaged (Firestorm) |
| Top Leaper | Number of Purple books engaged (Double Leap) |
| Top Duelist | Best PvP or 1v1 combat win rates |
🏆 Demo & Screenshots: Visual Evolution and Gameplay Polish
This short demo highlights two core pillars of Spell Drop’s development journey:
Visual & Worldbuilding Transformation
From the original, gritty prototype to a vibrant, story-driven arena, the demo captures how I evolved the game's visual identity, performance, and storytelling. You’ll see the shift in environment design, character expression, and how I optimized for clarity and player immersion—especially on mobile.Enhanced Gameplay & Smoother Performance
The gameplay footage shows improved responsiveness, readability, and pacing—especially on mobile VR. Through iteration and feedback, I refined block mechanics, power-up clarity, and dynamic map flow to create a more enjoyable, strategic experience.
📸 Side-by-Side Comparisons
Included images are labeled “Old build” and “New update” to clearly showcase upgrades in a consistent visual frame. Each still was chosen to allow the transformation to be seen with clarity- just visual storytelling through side-by-side evolution.
✅ Key Accomplishments
- Mastered complex game loop management on mobile VR.
- Delivered polished procedural map generation and combat systems.
- Implemented persistent player stats tracking with Persistent Variables (PVARs).
- Designed a novel Stats Area for players to physically engage with progression data in-game.
- Achieved significant performance gains through asset optimization and UI substitution.
🎓 Lessons Learned
This project was an invaluable deep dive into scripting, systems design, and iterative game development. It reinforced the power of perseverance, agile problem solving, and user-focused design in transforming an idea into a compelling VR experience.
🔮 What’s Next for Spell Drop
- Dynamic Maps: Procedurally shifting arenas with surprise hazards.
- New Power-Up Books: Introducing shockwaves, freeze zones, gravity flips.
- Wizard Customization: Unlockable hats, trails, and emotes for player identity.
- NPC PvP Battles: Expanded multiplayer modes.
- Performance Enhancements: Smoother visuals and tighter controls. --Level-up system: Give player the upgraded weapons after reaching a certain level in game instead of buy them.
🙏 Thank You
Thank you for the opportunity to share Spell Drop. This project reflects my passion for immersive gameplay and innovation on VR platforms. I look forward to collaborating, iterating, and delivering even richer experiences.
Spell Drop is available now on Meta Horizon Worlds. Join us for explosive, strategic PvP mayhem!
SpellDrop #MetaHorizonWorlds #VRGaming #DevContestSubmission
Built With
- blender
- desktop-editor


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