Meta Quest App Store: End-to-End Platform Strategy for a Content Catalog that you had to feel to believe
THE CHALLENGE: SELLING AN EXPERIENCE YOU REALLY CAN'T JUST SHOW ON A SHELF
Every storefront has the same job: connect the right person to the right product at the moment they're ready to buy. The Meta Quest App Store had to do that job under a uniquely hard constraint — the thing we were selling could not be experienced until after the purchase.
You cannot feel six-degrees-of-freedom presence from a static tile. You cannot convey the physical joy of Beat Saber, or the survival-horror dread of Resident Evil 4, through a thumbnail and a price. And yet the store itself was exactly that: a scrollable, panelized wall of app tiles, sitting on top of a catalog that was growing into the thousands as the platform opened up. The signal-to-noise problem was getting worse every month. And the medium's greatest asset — immersion — was invisible at the exact surface where purchase decisions got made.
However, I realized that we couldn’t just come up with silo’ed tactics to introduce immersion into our storefront panel. We needed to think about conveying the magic of VR immersion across an entire end-to-end commerce system. A storefront only works when three things move in sync: a UX that brings order to the catalog and earns the first click, an editorial voice that carries the user through consideration, super low friction through checkout, and a content supply chain that keeps great, well-merchandised inventory flowing in. Break any one of the three and the whole funnel leaks.
PILLAR 1 — UX DESIGN: BRINGING ORDER TO THE CATALOG, AND EARNING THE CLICK
The first job was organizational. Thousands of apps, one scrollable panel, and a user with no way to preview the product. I approached the storefront UX as a funnel with two distinct jobs at two distinct depths.
At the catalog level, the work was about visual order and ranking. This is where we needed to get super sharp in our content Merchandising strategy. We developed a store-ranking framework that was flexible enough to understand what the user wanted, and learn from the market as more users interacted with it. This created an insight feedback loop that helped our Merchandisers create new shelving and collection types that reacted to what users were engaging with, right now.
We also learned to break apart the repeated pattern blindness in our UX and build new browse units and landing surfaces that gave the catalog a new and exciting structure that felt dynamic and alive, instead of an undifferentiated wall.
At the product-detail level (the PDP), the job changed entirely. Once a user clicked, we needed to hand them the controls. I thought of the PDP as a "choose your own adventure" — a self-directed consideration experience where the user could pull the exact evidence they needed to decide whether this app was right for them: trailers to feel the gameplay, structured PDP detail to answer practical questions, and immersive takeovers that broke the app out of the flat panel and let the medium finally speak for itself. Different buyers need different proof; the PDP had to let each one assemble their own path to conviction.
UX brought order to the catalog and drove the click. But a click is not conviction — and that's where most VR buyers got stuck.
PILLAR 2 — EDITORIAL STRATEGY: GIVING THE STORE A VOICE OF AUTHORITY
UX could organize information and get a user to lean in. It could not tell them whether a game was actually good. That's a mid-funnel problem, and it's where consideration stalls: the user is interested, but not yet convinced, and a spec sheet won't move them.
The answer was to give the store a voice. Through editorial programming — curation, collections, and a point of view about what was worth your time — we built a source of authority inside the store itself. Where UX organized the visual catalog, editorial brought it to life: it contextualized titles, made the case for why a given app deserved a place in a user's library, and gave hesitant buyers the trusted, human signal they needed to close the gap between interest and purchase.
This voice did real funnel work. Editorial-driven surfaces like Collections and Seasonal takeovers became genuine consideration and re-engagement engines. Editorial was how the catalog earned user trust at scale, and then provided recommendations that accelerated user purchase confidence.
PILLAR 3 — THE CONTENT SUPPLY CHAIN: FEEDING THE STOREFRONT
None of this matters without inventory. A beautifully organized, well-edited store with a thin catalog is a dead store. So the third pillar was the least visible and the most foundational: the supply chain that kept great, marketable content flowing in — our VR app and game developers were the engine that supplied the storefront.
So the work was about teaching them to fish – building the developer-side tooling that turned raw inventory into sellable, optimized inventory that they had control over: making it easy to upload marketing assets, A/B test creative to find what actually converted, test discounts and pricing levers, localize for international markets, and connect into the store's editorial and marketing programs for broader support. Each of these was a lever that let a developer improve their own placement — and in aggregate, they raised the quality of the entire catalog the other two pillars had to work with. This is also where I built the pricing and in-product internationalization product pillars from the ground up, so that supply could scale across markets, not just titles.
HOW THE SYSTEM WORKED TOGETHER
The three pillars were not a sequence; they were a loop. Supply fed the catalog. UX brought order to the catalog and earned the click. Editorial carried the user through consideration to purchase. And every purchase, every A/B test, every pricing signal fed data back to developers and merchandisers — improving the next round of supply and the next set of ranking decisions. Synchronized, the system compounded; out of sync, it leaked.
On top of that core loop, we built growth levers to serve as accelerants to the flywheel. Price promotions and seasonal sales supercharged our bottom funnel during key moments when seasonal organic purchasing was already high — and they consistently increased TPV year over year. And off-platform performance marketing carried the storefront out into the world where new users lived. We built a performance marketing ad product that developers could use in a self-serve capacity.
These were powerful accelerants on top of a system that already worked end to end, not substitutes for it. Altogether, the storefront supported an annual economy in the hundreds of millions in total payment volume.
WHAT I LEARNED
1. A storefront is a system, not a page. The instinct is to optimize the surface you can see — the tile, the PDP, the sale banner. But the true gains are found in the seams between supply, discovery, consideration, and purchase. Thinking end-to-end, across all three, is what allowed each investment compound each other incrementally, instead of canceling each other out.
2. When you can't show the product, you have to engineer belief. Every pillar was, in its own way, a mechanism for making an invisible experience feel real before purchase — UX through immersive takeovers, editorial through trusted voice, supply through better developer-made assets. The medium's greatest strength was hidden at the point of sale, and the whole system existed to reveal it.




