Inspiration
We were inspired by childhood treasure hunts and the joy of discovering small secrets in familiar places. Mixed reality gave us the perfect medium to re-enchant everyday spaces. We wanted to create a game that feels magical without needing heavy UI, where your living room itself becomes the stage.
What it does
Tiny Quests is a playful mixed reality game for Meta Quest 3. Players follow acoustic cues to locate tiny hidden creatures and complete tiny missions. At the start, passthrough is greyscale; each quest unlocks a new color. By the end, the player’s room is transformed into a vibrant, colorful world.
How we built it
- Unity + Meta XR SDK v77 for passthrough and interaction logic.
- Custom LUT textures to progressively unlock colors from greyscale → full rainbow.
- Spatial audio cues to guide players intuitively without on-screen arrows.
- Poly Pizza low-poly avatars as our tiny creatures, providing a whimsical and consistent visual style.
Challenges we ran into
- Getting LUTs to render consistently between Unity editor and device builds.
- Balancing creature placement so quests felt hidden but not frustrating.
- Handling real-world object detections to place our tiny quests.
- Designing feedback loops that felt magical but stayed technically feasible within the hackathon timeframe.
Accomplishments that we're proud of
- Building a fully playable MR experience in a short time.
- Creating a progression mechanic (color unlocks) that is both simple and emotionally powerful.
- Blending audio, passthrough visuals, and playful assets into one cohesive experience.
- Designing something that makes players look at their own room with fresh eyes.
What we learned
- How to integrate LUT-driven passthrough changes dynamically in Unity.
- That small, well-designed interactions often feel more magical than complex systems in XR.
- The importance of spatial audio design in guiding players naturally.
- That low-poly assets with bold shapes/colors read best against passthrough.
What's next for Tiny Quests
- Multiplayer / shared reality: players unlocking colors together.
- Procedural quest generation to keep rooms feeling fresh.
- Expanded creature sets and collectible diaries to build progression.
- Accessibility features like color-blind modes and haptic feedback.
- Polishing the game into a lightweight release for broader testing.
- Automating generation of best locations and quests with AI.


Log in or sign up for Devpost to join the conversation.