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CASE STUDY

Meta Horizon Worlds

ROLE

Product Design Lead

TIMELINE

2023 - 2025

PLATFORMS

AR/VR (Meta Quest), Web (Desktop, Mobile)

XFN TEAM

1–6x Product Designers 3x Game Designers Prototyper Sound Designer Content Designer UI Artist Art Director Art Manager 3–5x Software Engineers Software Engineering Manager QA Engineer Data Scientist Product Manager Design Program Manager Product Design Manager Product Design Director VP of Product

+14MIN
engaged players session length
+5%
META AVATARS ENGAGEMENT
+2.5%
overall time spent on platform

01

SNAPSHOT

01

SNAPSHOT

01

SNAPSHOT

CASE STUDY

Meta Horizon Worlds

ROLE

Product Design Lead

TIMELINE

2023 - 2025

PLATFORMS

AR/VR (Meta Quest), Web (Desktop, Mobile)

XFN TEAM

1–6x Product Designers 3x Game Designers 1x Prototyper 1x Sound Designer 1x Content Designer 1x UI Artist 1x Art Director 1x Art Manager 3–5x Software Engineers 1x Software Engineering Manager 1x QA Engineer 1x Data Scientist 1x Product Manager 1x Design Program Manager 1x Product Design Manager 1x Product Design Director 1x VP of Product

+14MIN
engaged players session length
+5%
META AVATARS ENGAGEMENT
+2.5%
overall time spent on platform

Meta Horizon Worlds

I designed the systems that give players a reason to return, and creators a way to get paid.

THE CHALLENGE

Horizon Worlds launched without a Core Loop. Players had no reason to return, and creators had no consistent way to sell what they built.

WHAT I DID

I led design on the Core Loop, from Quests and Inventory to the Avatar Identity Panel, and took on a hybrid PM-Designer role to define an in-world monetization strategy.

THE OUTCOME

Engaged players stayed 14 minutes longer per session, time on platform grew 2.5%, and avatar engagement rose 5% platform-wide.

THE CHALLENGE

Horizon Worlds launched without a Core Loop. Players had no reason to return, and creators had no consistent way to sell what they built.

WHAT I DID

I led design on the Core Loop, from Quests and Inventory to the Avatar Identity Panel, and took on a hybrid PM-Designer role to define an in-world monetization strategy.

THE OUTCOME

Engaged players stayed 14 minutes longer per session, time on platform grew 2.5%, and avatar engagement rose 5% platform-wide.

02

THE PROBLEM

02

THE PROBLEM

Horizon Worlds launched before it was ready. Players had no reason to return, and creators had no consistent way to sell what they built.

Horizon Worlds launched before it was ready. Players had no reason to return, and creators had no consistent way to sell what they built.

Two audiences

Nothing to do next, nowhere to sell

Players landed in a flat menu with no clear next step. Without a Core Loop, there was nothing pulling them back.

Developers each sold in-world content their own way, with no shared standards for payments or distribution.

Two audiences

Nothing to do next, nowhere to sell

Players landed in a flat menu with no clear next step. Without a Core Loop, there was nothing pulling them back.

Developers each sold in-world content their own way, with no shared standards for payments or distribution.

PLAYERS

DEVELOPERS

PLAYERS

DEVELOPERS

03

WHAT SUCCESS MEANT

03

WHAT SUCCESS MEANT

Goals

One goal for each audience

For the business, grow time spent on the platform by 2.5% over the first half of 2024.

For players, a reason to come back again and again with friends.

For developers, shared standards for selling, buying and managing digital goods.

Goals

One goal for each audience

For the business, grow time spent on the platform by 2.5% over the first half of 2024.

For players, a reason to come back again and again with friends.

For developers, shared standards for selling, buying and managing digital goods.

04

CONSTRAINTS & TRADE-OFFS

04

CONSTRAINTS & TRADE-OFFS

Constraints

Limited hardware, gaps in headcount

Economy work had no dedicated Product Manager. I took on product management, set the roadmap and recruited engineers and PMs from neighboring teams to build Storefronts and Inventory.

Constraints

Limited hardware, gaps in headcount

Economy work had no dedicated Product Manager. I took on product management, set the roadmap and recruited engineers and PMs from neighboring teams to build Storefronts and Inventory.

limited visual quality

2d menus in 3d space

limited visual quality

2d menus in 3d space

05

APPROACH

05

APPROACH

The plan

Earn attention before asking for money

Nobody spends real money in a world they don't return to. So we sequenced the work: increase engagement with rewards, sustain it with progression, then monetize.

The plan

Earn attention before asking for money

Nobody spends real money in a world they don't return to. So we sequenced the work: increase engagement with rewards, sustain it with progression, then monetize.

cosmetic avatar rewards

themed seasonal quests

cosmetic avatar rewards

themed seasonal quests

Identity Panel

Helping players bond with their avatars

The hook was identity. Borrowing from game patterns like paper-doll and emote pickers, I put a player's appearance front and center.

React VR forced flat panels into 3D space, so I prototyped live avatar mirroring with internal motion capture. Seeing your avatar move with you made the panel feel personal.

Identity Panel

Helping players bond with their avatars

The hook was identity. Borrowing from game patterns like paper-doll and emote pickers, I put a player's appearance front and center.

React VR forced flat panels into 3D space, so I prototyped live avatar mirroring with internal motion capture. Seeing your avatar move with you made the panel feel personal.

The Identity Panel, from legacy to final spec.

The Identity Panel, from legacy to final spec.

Live avatar mirroring, prototyped with internal motion capture.

Live avatar mirroring, prototyped with internal motion capture.

Validating the Identity Panel and live avatar preview in headset.

Validating the Identity Panel and live avatar preview in headset.

The Identity Panel lifted Meta Avatars engagement by 5% across the Horizon platform.

The Identity Panel lifted Meta Avatars engagement by 5% across the Horizon platform.

Fantastical Avatars and digital currencies later launched on top of the Identity Panel.

Fantastical Avatars and digital currencies later launched on top of the Identity Panel.

Limited-time quests

A reason to come back every season

I conceived, designed and prototyped the Limited Time Quests panel, and every limited-time event plugged into it: live concerts, co-branded worlds with UFC and the NBA, and celebrity avatar skins.

With game designers, I tuned how many quests unlock a reward. Few enough not to deter casual players, enough to keep engaged players returning all season.

Limited-time quests

A reason to come back every season

I conceived, designed and prototyped the Limited Time Quests panel, and every limited-time event plugged into it: live concerts, co-branded worlds with UFC and the NBA, and celebrity avatar skins.

With game designers, I tuned how many quests unlock a reward. Few enough not to deter casual players, enough to keep engaged players returning all season.

Testing in headset before the first season launched.

Testing in headset before the first season launched.

+5%
quests engagement
+2.4%
weekly active users
+9.1%
reward usage
+5%
quests engagement
+2.4%
weekly active users
+9.1%
reward usage

Reward claim

The payoff at the top of the loop

Finishing a quest had to feel like a win, with the reward landing in the player's inventory.

Getting it right meant working hands-on across disciplines. I sketched with the art team, tuned animation curves in code with engineers, guided sound design and tested daily with QA.

Reward claim

The payoff at the top of the loop

Finishing a quest had to feel like a win, with the reward landing in the player's inventory.

Getting it right meant working hands-on across disciplines. I sketched with the art team, tuned animation curves in code with engineers, guided sound design and tested daily with QA.

Inventory

Shipping with a known gap

OS-level dependencies forced players through a duplicate flow to change their appearance. Rather than block the release, I shipped, escalated the issue to senior leadership and used it to push for deeper fixes.

That started follow-up work aligned with future headset OS releases, including an early vision for a universal inventory.

Inventory

Shipping with a known gap

OS-level dependencies forced players through a duplicate flow to change their appearance. Rather than block the release, I shipped, escalated the issue to senior leadership and used it to push for deeper fixes.

That started follow-up work aligned with future headset OS releases, including an early vision for a universal inventory.

Compromise: switching between the in-app inventory and OS inventory.

Compromise: switching between the in-app inventory and OS inventory.

An early exploration of a universal inventory.

An early exploration of a universal inventory.

The Core Loop's biggest effect was on how long players stayed.

The Core Loop's biggest effect was on how long players stayed.

+14MIN
more playtime per session for the most engaged players
+2.5%
time spent on platform, H1 2024
+14MIN
more playtime per session for the most engaged players
+2.5%
time spent on platform, H1 2024

In-world monetization

One standard for selling digital goods

Developers were already selling content in their worlds, each with a currency Meta didn't back. Players were confused and hesitant to spend.

I led design on the Digital Goods and Builders team and ran a sprint with six designers across three teams. The result was a strategy for selling content on Meta's stack and its official currency, Meta Credits. Our mockups convinced leadership to fund the infrastructure.

In-world monetization

One standard for selling digital goods

Developers were already selling content in their worlds, each with a currency Meta didn't back. Players were confused and hesitant to spend.

I led design on the Digital Goods and Builders team and ran a sprint with six designers across three teams. The result was a strategy for selling content on Meta's stack and its official currency, Meta Credits. Our mockups convinced leadership to fund the infrastructure.

Meta announced in-world selling for developers at Meta Connect.

Meta announced in-world selling for developers at Meta Connect.

Interactive in-world signage with clear affordances.

An inventory API to standardize product details platform-wide.

Integration with AI NPCs for rich interactions.

Drop-in modules for developers to leverage Meta's tech stack.

Interactive in-world signage with clear affordances.

An inventory API to standardize product details platform-wide.

Integration with AI NPCs for rich interactions.

Drop-in modules for developers to leverage Meta's tech stack.

06

COLLABORATION MAP

06

COLLABORATION MAP

My role

Staying visible across dozens of teams

I was one of two product designers on the Core Loop team, and I also took on a hybrid PM and design role leading in-world monetization.

The Core Loop team was one of dozens of teams building Horizon Worlds, so influence across the org mattered as much as the design work itself.

My role

Staying visible across dozens of teams

I was one of two product designers on the Core Loop team, and I also took on a hybrid PM and design role leading in-world monetization.

The Core Loop team was one of dozens of teams building Horizon Worlds, so influence across the org mattered as much as the design work itself.

YOUTH EXPERIENCES

social features for teens

PRIVACY + INTEGRITY

social visibility and safety measures

avatars

meta avatars, fantastical avatars

virtual reality operating system

all headset os features

Core Loop + digital goods & builders

player engagement, retention, and in-world monetization

product foundations

horizon design system ownership

identity

cross-meta user profile

DESIGN LEADERSHIP

product vision, roadmap ownership

meta quest store

digital games storefront

YOUTH EXPERIENCES

social features for teens

PRIVACY + INTEGRITY

social visibility and safety measures

avatars

meta avatars, fantastical avatars

virtual reality operating system

all headset os features

Core Loop + digital goods & builders

player engagement, retention, and in-world monetization

product foundations

horizon design system ownership

identity

cross-meta user profile

DESIGN LEADERSHIP

product vision, roadmap ownership

meta quest store

digital games storefront

PARTNER TEAMS

07

DESIGN SYSTEM / PATTERNS

07

DESIGN SYSTEM / PATTERNS

Patterns

Built once, used by every team

The Identity Panel and Quests became components in the Horizon Design System, and any developer could use Quests to add challenges and rewards to their world.

With the other Core Loop designer, we created AIR (Awareness, Investment, Reward), a simple framework for explaining the loop. I owned Awareness and Reward and advised other teams on both.

Patterns

Built once, used by every team

The Identity Panel and Quests became components in the Horizon Design System, and any developer could use Quests to add challenges and rewards to their world.

With the other Core Loop designer, we created AIR (Awareness, Investment, Reward), a simple framework for explaining the loop. I owned Awareness and Reward and advised other teams on both.

The AIR framework: Awareness, Investment, Reward.

The AIR framework: Awareness, Investment, Reward.

09

IMPACT

09

IMPACT

Players stayed longer, came back more often, and engaged more with their avatars across Meta.

Players stayed longer, came back more often, and engaged more with their avatars across Meta.

+14MIN
session length for engaged players
+5%
Meta Avatars engagement, 1B+ users
+2.5%
time spent on platform
+14MIN
session length for engaged players
+5%
Meta Avatars engagement, 1B+ users
+2.5%
time spent on platform
+9.1%
reward usage
+5%
quests engagement
+2.4%
weekly active users
+9.1%
reward usage
+5%
quests engagement
+2.4%
weekly active users

In-world monetization strategy

Established a vision and roadmap for how digital goods are sold and managed in the Metaverse using Meta’s tech stack and currency (Meta Credits).

Inventory API

Started platform integration work so developers could bring their custom content onto the Meta platform and make it visible everywhere.

In-world monetization strategy

Established a vision and roadmap for how digital goods are sold and managed in the Metaverse using Meta’s tech stack and currency (Meta Credits).

Inventory API

Started platform integration work so developers could bring their custom content onto the Meta platform and make it visible everywhere.

Building a game, platform, or economy?

Schedule a call
E-mail Jason

Building a game, platform, or economy?

Schedule a call
E-mail Jason

END OF CASE FILE