Inspiration

As a new creator, when I opened the Horizon Worlds editor, I realized I would need to lay out the same framework for all my worlds. I wondered if my framework could help other new users. They may have strong ideas but no foundation to build on. Meta recently introduced Remix Worlds and Gen AI asset generation, which are powerful for content and creativity, but what was missing was a universal game framework that turns those assets into playable systems.

That gap inspired me to create Game Frame Core: a remixable framework that gives every creator a head start, making world-building smoother, faster, and more accessible.

What it does

Game Frame Core is a modular Remix World template that provides plug-and-play systems:

Player Manager – handles player state and control logic

Inventory and Shops – currencies, items, and progression systems

HUD Manager – information display with mobile-friendly UI

Spawner and Pickups – universal item interactions

Sublevel Manager – performance-safe streaming for large worlds

Accessibility Manager – built-in features that make every game playable by more people

Paired with Game Frame Academy (my upcoming demo world for GFC), creators can explore interactive rooms that show off each system, along with examples of how to integrate GenAI assets such as sounds, textures, skyboxes, and props.

How I built it

Defined a consistent system structure (sys* for core systems, ex* for demos) so remixers can easily find, swap, or extend logic.

Designed accessibility into the framework from the start, including HUD scaling and audio/visual cue support.

Challenges I ran into

Balancing breadth of features with remixability: systems needed to be powerful but not overwhelming.

Integrating accessibility at the system level required rethinking design, not just adding features.

Accomplishments that I'm proud of

Building a framework that aligns directly with Meta’s new Remix Worlds initiative.

Delivering a modular system where even first-time creators can remix a world and immediately have a playable game.

Making accessibility a core design pillar rather than an afterthought.

Creating an Academy demo that doubles as interactive documentation.

What I learned

Remix Worlds are the future of Horizon, and my framework demonstrates how powerful a remixable foundation can be.

Accessibility drives clarity: designing for inclusion makes the whole framework easier for everyone.

Mobile-first design requires shorter sessions and simplified controls, which informed many of my system choices.

Gen AI tools accelerate content creation, but frameworks like this are what transform assets into meaningful gameplay.

What's next for Game Frame Core

Expanding the Academy with template game types such as Adventure, Puzzle, and Social.

Adding quest and progression systems for deeper gameplay loops.

Building an open library of interactive assets that extend the framework even further.

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Updates

posted an update

Update: Expanded Documentation and System Details for Game Frame Core

After submitting Game Frame Core, I finalized and published a more detailed technical README that makes the framework easier to understand, remix, and extend. This serves as the next step in documenting how the project has evolved.

Highlights from the README

  • Modular Manager scripts covering players, game state, inventory, shops, teams, objectives, HUD, and more
  • Event-driven architecture with a global event bus (sysGlobalEventManager) so systems communicate without being tightly coupled
  • Editor-configurable properties for health, timers, win conditions, and currency balances, allowing creators to adjust values without modifying scripts
  • Standardized naming conventions (sys* for core systems, gfc* for entities) that keep remixing straightforward
  • Expanded systems now include combat, persistence, power-ups, loadouts, control room toggles, item spawning, and pickups

This README captures the technical foundations that were in place before submission but hadn’t yet been fully documented. Making this accessible helps demonstrate Game Frame Core’s role as a remixable framework world.

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