Inspiration
We wanted to create a fun, competitive fashion game that was easy to play on mobile — something stylish, expressive, and rewarding. Inspired by styling challenges and cozy competition games, Boutique Boss invites players to run their own boutique, curate looks with care and trust their fashion instincts. With a focus on creativity, charm, and visual flair, the game delivers quick, satisfying play tailored for those who love to slay their styles.
What it does
Players are dropped into one of four unique boutiques and use simple interactive tablets to select outfits that match order vibes. The better the guess, the higher the rating! Each correct outfit earns stars and increases your overall ranking. With multiplayer support, players can play solo or face off in a shared town, comparing looks, hanging out, and competing to be the ultimate Boutique Boss.
How we built it
We built Boutique Boss entirely within Meta Horizon Worlds using Typescripting, custom UI boards, and mobile-optimized mechanics. Outfit data, shop info, and rating logic were managed through JSON files for clean, scalable systems. NPCs were brought to life using Horizon’s Navigation Mesh system, allowing them to roam the town and enhance immersion. Game assets were either handcrafted, textured or generated with Meta’s AI 3D asset tool. All boutique interiors and key props were modeled and textured in Blender to ensure a cohesive, stylized look. Every element was designed with responsiveness and replayability in mind for a fast, intuitive mobile experience.
Challenges we ran into
Originally, we planned for NPCs to stand near the cash register, to simulate actual service worker/customer interface, but ran into limitations as we realized we were unable to see the NPCs when we went into focused interaction mode, changing the narrative of the world. We also had to optimize UI interactions for mobile, reworking how outfit choices and scoring were handled to ensure clarity and flow. Keeping everything clean and readable on small screens while maintaining visual charm was another big challenge.
Accomplishments that we're proud of
We’re proud of how cohesive and polished Boutique Boss feels, especially considering the scope and technical limitations of mobile-first development. Creating four unique boutiques, each with its own identity and layout, gave the world visual variety and replayability. We built a fully functioning outfit rating system using JSON and Typescript, complete with randomized prompts and point logic. We're also proud of how we blended AI-generated assets with handcrafted 3D models from Blender to create a stylish and consistent aesthetic. Most of all, we’re proud that the game is fun, intuitive, and playable solo or with friends.
What we learned
We learned how to refine a game loop for mobile-first audiences, how to make UI boards feel intuitive and responsive, and how to use environmental design to support gameplay when interactive NPCs weren’t possible. We also learned how valuable it is to keep experiences lightweight, stylish, and replayable in short bursts.
What's next for Boutique Boss
We plan to expand the game with rotating boutique styles, seasonal events, and new outfit categories to keep the experience fresh and replayable. We’d love to improve the NPC system to react more dynamically to player actions and explore quests or daily challenges to deepen engagement. Longer term, we’re interested in adding progression systems — like boutique upgrades, unlockable fashion packs, and prestige rankings — while keeping the gameplay quick, social, and mobile-friendly. We’re especially excited to explore opportunities to intertwine Boutique Boss with Horizon’s creator ecosystem by introducing custom-made clothing, expanding creative freedom and in-world commerce when the opportunity is available to us.







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