Think you can design a great mobile game in two weeks? The Meta Horizon Creator Competition: Game Design is on.
Choose from three game genres, design a production-ready mobile game from the ground up, and submit a comprehensive pre-production package. 22 winners will share $250,000 in prizes, with 1st place winners earning $20,000 per genre.
Why Join?
- $250,000 in prizes across 22 winners in three genre tracks plus special awards
- The design thinking you put into this competition carries directly into our new creation tools when access opens up.
- Exclusive earning opportunity for MHCP members
Get Started
- Confirm your MHCP membership — This competition is only open to current MHCP members only (must be a registered MHCP member on or before June 1, 2026). You can enroll in the Meta Horizon Creator Program (MHCP) here.
- Choose your genre — Survival & Resource Management, Simulation & Management, or Tower Defense & Strategy
- Attend MHCP programming sessions (mentorship, office hours, mini-challenges starting June 1)
- Review the submission requirements. You will be required to submit four artifacts: Game Design Document (5-7 pages), Player Journey Map (1-2 pages), Visual Concept Package (up to 10 pages), and Production Plan (1-3 pages).
Requirements
What to Submit
Design and submit a comprehensive pre-production package in one of three genres.
- Survival & Resource Management
A mobile game where players must manage limited resources, survive challenges, and make strategic decisions to stay alive or progress. - Simulation & Management
A mobile game centered on building, growing, and progression loops — farming, crafting, base building, or other simulation-driven mechanics. - Tower Defense & Strategy
A mobile game where players place defenses, manage units, or execute strategy to defend against or defeat advancing threats.
What to Submit
- Game Design Document (5-7 pages, PDF) The backbone of the submission. Describes your design intent and demonstrates genuine game design thinking. Here is a template Game Design Document. This should include:
- Concept — What is your game? One paragraph.
- Target Player — Who would enjoy this? What kind of player are you designing for?
- Core Loop — What does the player do repeatedly? Why is it satisfying?
- Progression, Depth & Retention — How does the game evolve over time? What systems keep a player engaged across multiple sessions? What brings them back: daily hooks, unlocks, narrative beats, social elements? How does complexity layer in?
- What Makes It Fun — Why play twice? What's the "one more round" pull?
- If I Had More Time — What would you add in a second version?
- Player Journey Map (1-2 pages, PDF or image) A visual flowchart of the first 15 minutes of gameplay: session beats, decision points, difficulty curve, and emotional arc. The map should show: what the player sees first, when they make their first meaningful choice, how difficulty ramps, what the emotional rhythm feels like (tension, reward, discovery, challenge), and where the first session ends. This can be in the form of a flowchart, annotated timeline, storyboard, or any visual representation that communicates the player's experience over time. Here is guidance for Player Journey Map.
- Visual Concept Package (PDF, up to 10 pages) Shows creative direction and visual identity for the game. This is where creators demonstrate their artistic vision. Judged on coherence, originality, and how well the visual direction serves the gameplay. Here is guidance for Visual Concept Package. Should include some combination of:
- Character and/or world concepts
- Mood board and color palette
- UI wireframes or key screen mockups
- Environment or scene concepts
- Any other visual material that communicates the game's look and feel
- Production Plan (1-3 pages, PDF) The bridge from design to build. Demonstrates that the creator can plan and execute, not just ideate. Here is a template Production Plan. Should cover:
- Build Sequencing — What gets built first? What's the MVP and what layers on after?
- MVP Scoping — What's the minimum version that delivers the core loop? What gets cut?
- Technical Dependencies — What does the game need to work? What are the hard parts?
- Testing Approach — How would you validate the core loop works before building everything?
Prizes
Survival & Resource Management - 1st Place
Simulation & Management - 1st Place
Tower Defense & Strategy - 1st Place
Survival & Resource Management - 2nd Place
Simulation & Management - 2nd Place
Tower Defense & Strategy - 2nd Place
Survival & Resource Management - 3rd Place
Simulation & Management - 3rd Place
Tower Defense & Strategy - 3rd Place
Survival & Resource Management - Honorable Mention
Simulation & Management - Honorable Mention
Tower Defense & Strategy - Honorable Mention
Best Visual Direction - 1st Place
Best Visual Direction - 2nd Place
Best Visual Direction - 3rd Place
Most Innovative Design
Devpost Achievements
Submitting to this hackathon could earn you:
Judges
Amy Kalson
Andy Sargeant
Jonathan (Jogo) Evans
Jen Folse
Alex Elsayad
Gabe Heiland
Eric Morrill
Mitch Zamara
Ginger Larsen
Emily Krinsky
Brian Konar
Mark Orillaneda
Ryan Goddard
Chong Ahn
Zarabeth Hoenig
Dave Astle
Erin Prince
Brian Jennings
Giselle Gomez
Judging Criteria
-
25% | Design Innovation
Is the concept genuinely original? Does it push beyond a vanilla genre implementation? Is there a clear player value proposition: who is this game for, and why would they choose to play it? -
20% | Coherence & Feasibility
Do all four artifacts tell a consistent, buildable story? Does the visual direction match the design? Does the production plan match the ambition? No contradictions between what's promised and what's specified. -
20% | Design Depth & Systems Thinking
Are the game's systems interconnected? Is the player journey well-reasoned with progression that sustains interest beyond the first session? Does the design show evidence of thinking through how players engage over time? -
20% | Production Readiness
How actionable is the Production Plan? Is the scope realistic? Could you take this document and start building without needing to re-design core systems? -
15% | Visual & Creative Direction
Is the art direction compelling and cohesive? Does the visual identity serve the gameplay rather than just look good in isolation? Is there a recognizable aesthetic point of view?
Questions? Email the hackathon manager
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