I led design as Horizon grew from a prototype into the
foundation for Meta’s social VR products.
Launch film10-second loop
The starting point
A fragmented prototype, competing product strategies, and an unexpected public reveal
I joined Horizon to lead Creator Tools and found a product assembled
from loosely connected concepts.
The organization was split between an authored, AAA-style
experience and a UGC toolset for building worlds from scratch
entirely in headset. Both strategies were consuming the roadmap,
but the product needed a clear center.
Two months in, we learned Horizon would be announced at OC6. We
had to deliver a credible reveal while setting the long-term
direction. With my product counterpart, I helped align the
organization around UGC and Horizon’s role as a creator platform.
My scope
After my first year, I was promoted to Head of Design for Horizon.
I led a design organization of around 30 people, responsible for all
product strategy and design decisions across the organization.
Horizon was a large cross-functional effort; this case
focuses on the work I led and contributed to directly.
The story
Play to Facebook’s strength: build a social platform for creators
That decision retired significant work and rewrote roadmaps, but it finally gave
the organization a clear product direction.
Building in HorizonIn-headset Creator Tools timelapse
01 / Creator Tools
Everything in Horizon is made in Horizon
I co-led the decision to make creation central to
Horizon. World Builder became the shared toolset for
everyone, from internal teams and external partners to players
building worlds of their own.
02 / Studio breadth
Ship worlds. Improve the tools. Repeat.
First- and third-party teams used World Builder to create game shows,
sports games, escape rooms, arcade games, and more.
Shipping that range forced the tools to improve, raised
the quality bar, and leveled up the platform for all players.
Galaxy Game ShowStudio-built worldHorizon PuzzleStudio-built worldMarzipan IslandHorizon UGC sizzleRC DragonsHorizon UGC sizzleDeath PontoonHorizon UGC sizzleFun Sized GolfHorizon UGC sizzle01 / 06
03 / Arena Clash
Build a flagship game. Give creators the building blocks.
Zap ZapEarly prototypeArena ClashBuilt in World BuilderSuper RumblePlatform evolution after my tenure01 / 03
Prototype
Zap Zap exposed World Builder’s gaps
The early prototype gave the team a place to test
projectile mechanics and clarify gaps in the creator tools.
Arena Clash
Arena Clash proved it could power a flagship game
I helped drive Arena Clash, one of our most
successful early titles. The team built and shipped
it with the exact same tools available to public creators.
After my tenure
Super Rumble shows how far World Builder evolved
Super Rumble followed Arena Clash after my tenure and shows
how much the fidelity of Horizon worlds advanced.
World HopLinked mini-games in Horizon
04 / Social systems
Make it easier to meet, play, and move together
As Horizon shipped to the public, retention heavily depended on
people finding one another and quickly getting into something
fun. Empty worlds made Horizon feel dead.
We shipped group travel, built a playful shared lobby where every player
landed, and introduced mini-games with built-in matchmaking to
keep Horizon buzzing. We also spent months developing
robust VR-native systems for personal safety and reporting in
this new embodied world.
05 / UI overhaul
Horizon had a broken UI system, and it was slowing everything to a halt
Horizon was heading toward public release with a UI system that
fell far below the product’s quality bar. The problem went beyond
design: the framework was far too resource-intensive for VR.
Dropped frames mean nauseous users. The system was a dead end.
I fought for a complete overhaul and a migration to React VR. The
team had a clear mandate but immense time pressure because the
existing framework was holding up launch. In under six weeks, we
rebuilt it from scratch and established Horizon’s first proper
design system.
Horizon evolved from a fragmented prototype into the foundation for Meta’s social VR ecosystem
Decision
Unified the competing product pillars around UGC and made Horizon’s creator tools the foundation for every world, democratizing creation.
Outcome
The Horizon team established shared foundations for avatars, UI, safety, spatial navigation, and entertainment experiences across Meta’s XR products. Horizon also became the parent brand for the company’s XR portfolio.
Learning
Horizon’s long-term advantage wasn’t operating as a game studio; it was enabling a creator ecosystem. Our role was to build the tools, establish what was possible, and then make room for creators to take the platform far beyond what we could build ourselves. Done right, UGC delivers a breadth of content no internal studio can match.