Inspiration
Every Easter, I have a tradition: start building a creative Easter app - and also, inevitably, run out of time to finish it. So the theme was in the air long before the project began. I’ve always loved miniature painting, glass snow globes, and Easter eggs. A big inspiration was Alice in Wonderland, especially the idea of changing size and exploring a magical world. Using Meta’s tools was a creative spark on its own. Each time our team discovered a new API or watched a tutorial, another idea landed in the backlog. Now, we have a huge list of potential activities.
We also aimed to make the world welcoming for both solo players and groups. No winners or losers - just pure joy and fun. And honestly, we could all use a cozy, colorful hideout these days.
What it does
The world is designed as a peaceful escape, whether you’re here to spend time alone or share the fun with friends. Of course, there’s an Easter egg hunt - but finding all the eggs won’t be so simple (no spoilers).
The heart of the experience, though, is coloring the world around you. Pick up a brush, choose your color, and start painting. You can wear masks, water plants, and view your creations from a hot air balloon - or from the cozy terrace high above.
How we built it
We used Blender for modeling, Photopea for graphic assets, and Meta Horizon’s Desktop Editor for bringing it all together. Big thanks to Meta for continuously updating the public asset library.
For this project, we kept AI use to a minimum, intentionally going for a more hands-on, old-school approach.
Challenges we ran into
New engine. New editor. New programming language.
We set the painting feature as the core mechanic - without it, the world wouldn’t make sense. But making it work across Mobile, Web, and VR was no small feat. VR was actually the easy part - dipping a brush into a paint bucket feels natural there.
The tricky part was finding a way to make painting intuitive in non-VR environments, while keeping everything in 3D. We cracked it just a day before the final deadline with the idea of a focused interaction mode - and it worked.
(As for masks… we’re still figuring out how to take them off. Suggestions welcome.)
Accomplishments that we're proud of
When we finally implemented the focused interaction mode, I personally spent the rest of the day smiling like a maniac. Every step felt like a win - each new function, each little feature added to the world.
And above all, we’re proud that we actually finished the world on time.
What we learned
The biggest lesson was about teamwork: timing, communication, and sharing responsibilities.
We learned TypeScript, and it turned out to be a surprisingly powerful language. We also got comfortable with the new editor - our background in Unity helped there.
What's next for Easter Magic Workshop
First on the list: fix the mask system. Trust us.
We’ll also be refining the visual side, moving toward a more pastel palette to enhance the cozy vibe.
To make the experience better for solo players, we plan to add personal globes - private little snow globe spaces where you can paint your own world in peace. We’ve already reserved a spot for that on the terrace.
We’ve got more Easter activities in mind, but they’re more action-focused and will likely live in a separate world.
Oh - and stay tuned for Christmas Magic Workshop and Halloween Magic Workshop. Yes, we’re going there.
Built With
- blender
- horizon
- meta
- photopea
- typescript



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