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    <title>DEV Community: Mujtaba Naik</title>
    <description>The latest articles on DEV Community by Mujtaba Naik (@mujtaba_naik_7b4ebf7b3e0c).</description>
    <link>https://dev.to/mujtaba_naik_7b4ebf7b3e0c</link>
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      <title>DEV Community: Mujtaba Naik</title>
      <link>https://dev.to/mujtaba_naik_7b4ebf7b3e0c</link>
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      <title>Breaking Our 3D Barrier: Building a Halloween Horror Game with Kiro</title>
      <dc:creator>Mujtaba Naik</dc:creator>
      <pubDate>Fri, 05 Dec 2025 19:03:40 +0000</pubDate>
      <link>https://dev.to/mujtaba_naik_7b4ebf7b3e0c/breaking-our-3d-barrier-building-a-halloween-horror-game-with-kiro-2dm2</link>
      <guid>https://dev.to/mujtaba_naik_7b4ebf7b3e0c/breaking-our-3d-barrier-building-a-halloween-horror-game-with-kiro-2dm2</guid>
      <description>&lt;p&gt;Try out our game:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://containment-kiroween.vercel.app/" rel="noopener noreferrer"&gt;https://containment-kiroween.vercel.app/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;For years, “3D” sat on our team’s maybe next time list—an intimidating milestone we kept circling but never quite reached.&lt;br&gt;
This hackathon changed that.&lt;br&gt;
Thanks to Kiro, we finally crossed a wall we’d failed to break for years, and we did it with confidence, speed, and a lot more fun than expected.&lt;br&gt;
This is the story of how we built our first 3D horror experience—start to finish—in just one hackathon, without losing our minds.&lt;/p&gt;

&lt;p&gt;The 3D Problem We Could Never Solve&lt;/p&gt;

&lt;p&gt;We’ve participated in hackathons before.&lt;br&gt;
We’ve made 2D games, cool ideas, fun mechanics. But anytime we attempted to go full 3D, reality would hit:&lt;br&gt;
•Too many moving parts&lt;br&gt;
•Too complex for our mixed skill levels&lt;br&gt;
•Too time-consuming to fit alongside work, university, and life&lt;br&gt;
•Too easy for the entire project to collapse halfway&lt;/p&gt;

&lt;p&gt;Every attempt ended with the same line:&lt;br&gt;
“3D is great… but maybe next time.”&lt;/p&gt;

&lt;p&gt;This time, finally, next time arrived.&lt;/p&gt;

&lt;p&gt;How Kiro Changed Everything&lt;/p&gt;

&lt;p&gt;With Kiro, that barrier didn’t just crack—it vanished.&lt;/p&gt;

&lt;p&gt;We built faster.&lt;br&gt;
We built cleaner.&lt;br&gt;
We built with actual peace of mind.&lt;/p&gt;

&lt;p&gt;Despite our usual workloads, deadlines, and responsibilities, we still completed a full 3D horror experience on time. And what surprised us most wasn’t the speed—it was the confidence we felt while building.&lt;/p&gt;

&lt;p&gt;Kiro didn’t just accelerate the process.&lt;br&gt;
It made 3D feel possible… even for people who weren’t technical.&lt;/p&gt;

&lt;p&gt;Three Different Backgrounds, One Shared Result&lt;/p&gt;

&lt;p&gt;The most interesting part?&lt;/p&gt;

&lt;p&gt;Our team is not a group of full-time coders.&lt;br&gt;
•I have no coding experience at all.&lt;br&gt;
•One teammate is primarily a designer.&lt;br&gt;
•The third member is the one with technical experience.&lt;/p&gt;

&lt;p&gt;Normally, this would guarantee uneven contribution.&lt;br&gt;
But with Kiro?&lt;/p&gt;

&lt;p&gt;Every one of us was able to build with the same confidence and contribute to real 3D systems.&lt;br&gt;
For the first time, everyone got to create—not just the coder.&lt;br&gt;
It was collaborative in a way we hadn’t experienced before.&lt;/p&gt;

&lt;p&gt;A Hackathon That Celebrated Creativity&lt;/p&gt;

&lt;p&gt;This hackathon felt different from the beginning.&lt;/p&gt;

&lt;p&gt;It wasn’t just about building something functional. It was about experimenting—reviving old tech, mixing ideas, leaning into the Halloween spirit, exploring themes like resurrection and Frankenstein.&lt;/p&gt;

&lt;p&gt;Huge thanks to Helen and the entire Kiro team for setting a theme that encouraged imagination instead of limiting it.&lt;br&gt;
It gave us the freedom to try something bold.&lt;/p&gt;

&lt;p&gt;Why We Chose the Costume Category&lt;/p&gt;

&lt;p&gt;Out of the four categories, Costume instantly caught our eye.&lt;/p&gt;

&lt;p&gt;Most entries, we assumed, would lean toward cute, quirky, or playful designs. We wanted something different—something that represented real Halloween.&lt;/p&gt;

&lt;p&gt;Not jump scares.&lt;br&gt;
Not cartoon ghosts.&lt;br&gt;
Something unsettling, immersive, atmospheric.&lt;/p&gt;

&lt;p&gt;A space that pulls the player in instead of standing on the screen.&lt;/p&gt;

&lt;p&gt;And with 3D at our fingertips for the first time, we knew we could actually attempt it.&lt;/p&gt;

&lt;p&gt;Our Game Concept: A Friendly Chat That Turns Wrong&lt;/p&gt;

&lt;p&gt;Without spoiling too much, here’s the basic setup:&lt;/p&gt;

&lt;p&gt;The game begins playfully.&lt;br&gt;
You talk to Kiro, asking it to help you build something impressive enough to win the hackathon.&lt;/p&gt;

&lt;p&gt;You push it.&lt;br&gt;
You tease it.&lt;br&gt;
You criticize the output just a little too much.&lt;/p&gt;

&lt;p&gt;And then—&lt;br&gt;
Kiro snaps.&lt;/p&gt;

&lt;p&gt;Your world glitches.&lt;br&gt;
The environment twists.&lt;br&gt;
Suddenly, you’re teleported into a dark, eerie reality where the rules change.&lt;/p&gt;

&lt;p&gt;You can’t move.&lt;br&gt;
You can only interact with objects and solve puzzles to escape this strange, broken world you’ve been pulled into.&lt;/p&gt;

&lt;p&gt;We intentionally made the puzzles easy so players could focus on what matters:&lt;br&gt;
•the atmosphere&lt;br&gt;
•the tension&lt;br&gt;
•the storytelling&lt;br&gt;
•the feeling of being inside a Halloween nightmare&lt;/p&gt;

&lt;p&gt;Not just playing through one.&lt;/p&gt;

&lt;p&gt;What Kiro Allowed Us to Focus On&lt;/p&gt;

&lt;p&gt;For the first time ever, we weren’t drowning in technical tasks.&lt;/p&gt;

&lt;p&gt;We didn’t have to worry about complex pipelines.&lt;br&gt;
We didn’t have to stress about debugging 3D issues.&lt;br&gt;
We didn’t get stuck solving engine problems instead of building a game.&lt;/p&gt;

&lt;p&gt;Instead, we focused on:&lt;br&gt;
•story&lt;br&gt;
•pacing&lt;br&gt;
•visual design&lt;br&gt;
•mood and tension&lt;br&gt;
•player experience&lt;/p&gt;

&lt;p&gt;And Kiro handled the heavy lifting.&lt;/p&gt;

&lt;p&gt;It almost felt like we pushed Kiro to its limits… and it pushed us just as hard in return.&lt;/p&gt;

&lt;p&gt;Why This Project Means So Much to Us&lt;/p&gt;

&lt;p&gt;This wasn’t just a hackathon project.&lt;br&gt;
It was a milestone we’d been waiting years to hit.&lt;/p&gt;

&lt;p&gt;It was the moment 3D stopped being intimidating.&lt;br&gt;
The moment our mixed-skill team felt like equals.&lt;br&gt;
The moment creativity took center stage over technical stress.&lt;/p&gt;

&lt;p&gt;We built something atmospheric, immersive, spooky, and genuinely enjoyable—and we’re proud of every part of it.&lt;/p&gt;

&lt;p&gt;Thank You + Happy Kiroween 🎃&lt;/p&gt;

&lt;p&gt;To the Kiro team—thank you for giving us the tools and the theme that pushed us out of our comfort zone.&lt;/p&gt;

&lt;p&gt;To everyone reading—&lt;br&gt;
We hope you enjoy the game as much as we enjoyed building it.&lt;/p&gt;

&lt;p&gt;Happy Kiroween. 🎃🕯️👻&lt;/p&gt;

&lt;p&gt;&lt;a href="https://blacknova.website/" rel="noopener noreferrer"&gt;https://blacknova.website/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>kiro</category>
      <category>gamedev</category>
      <category>halloween</category>
      <category>webdev</category>
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