Card Game Development Company

Kevuru Games is a card game development company building digital card games for Android, iOS, PC, and the web. Custom rules, collectible and classic formats, multiplayer, AI opponents, and card art are built to last. We run the full cycle or one stage, and code, source art, and intellectual property transfer to the client under NDA.
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Card Game Development Services We Offer

Our game dev professionals cover all the range of tasks, from game art to full-cycle card projects.

Multiplayer Card Game Development: Matchmaking, Sync, and Fair Play


A multiplayer card game development company has to settle fairness first, because every hand in a card battler holds secret information. Server-authoritative logic keeps each hand and deck on the server, and the client displays only what a player may see. That decision works as the baseline anti-cheat layer for a hidden-information game.

Turn-based and real-time matches need different engineering. Turn-based play tolerates latency and suits asynchronous sessions. Real-time play demands tight synchronization and a clear rule for simultaneous actions.

Matchmaking pairs players by rating, using an Elo-style system or a matchmaking rating (MMR). Newcomers meet similar opponents early, and ranked seasons stay meaningful. Disconnect recovery rebuilds a match from the server state when a connection drops. Tournaments and seasons then run on the same foundation.

Budget Android phones on weak connections receive the same attention as flagships. Rating math, reconnect logic, and anti-cheat rules ship as one tested package.

Technologies We Use
Card games run on Unity with C# code, and Unreal Engine joins when a project calls for it. A server backend holds the rules engine, card database, accounts, and analytics.
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Our Top-rated
Projects

Poppy Playtime

  • Porting Poppy Playtime: Chapter 2 from PC to PS4, PS5, Xbox One and Xbox Series X|S
  • Upgrading the project from Unreal Engine 4.27 to 5.4 and rebuilding the physics system
  • Replacing ray-traced dynamic lighting with baked static lighting that keeps the original atmosphere
  • Optimizing level geometry and light maps, and combining static meshes to cut draw calls
  • Reworking shaders, reducing character polycount, simplifying rigs and hair for console budgets
  • Adapting controls and UI for gamepad play and fixing video playback on PS4
  • Certifying and releasing on four platforms in five months

Star Wars

  • VR-based action-adventure game based on the legendary franchise
  • Creating 3D characters with texture variations

Fortnite

  • Iconic free-to-play Battle Royale game with over 400 million players worldwide
  • Creating concept art for character skins

Iron Order 1919

  • Cross-platform strategy game for mobile devices and browser
  • Creating 3D models of mechs and soldiers, as well as their animations

Birdly

  • VR-based hyperrealistic immersive butterfly flight simulator
  • Creating ultra-realistic 3D models of insects, birds, and plants, as well as their animations

MechaChain

  • Web3 game development
  • Working on game design,  art , sounds and engineering part

Undead Blocks

  • The world’s first AAA play-to-earn zombie shooter game on the Ethereum network
  • Creating  3D models of zombies, weapons, and environment,  composing the music
mob entertainment
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Our Card Game Development Process

Concept and Rules Design

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Work begins with the format, core loop, rules, deck structure, and the monetization model. These choices shape every later stage, and the team documents them before the first prototype appears.

Prototype and Playtesting

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A paper or digital prototype reaches first playtests before card art enters production. Players confirm whether the core loop is fun, and rule changes stay cheap at that early stage.

Card Art and UI Production

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A style guide comes first, then illustrations, frames, play animations, and the table and menu interface. Artists work in batches per set, so hundreds of cards look like one game. We build in scalable graphic settings, optimize lighting and rendering pipelines for each device’s capability, and test transitions between performance modes so switching quality settings mid-session does not cause a visible stutter.

Engineering and Backend

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Engineers build the rules engine, card database, multiplayer layer, accounts, and analytics. Tools for game designers let the balance team edit cards and test changes between builds using game data.

Balancing and QA

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Match simulations and playtests expose broken combinations before release. Functional testing then runs on target devices, including low-end Android phones. Results feed back into card values until win rates settle.

Launch and Live Ops

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Store release comes first, followed by new sets, seasons, balance patches, and events. Live ops keeps the card pool changing, and each expansion follows the same pipeline as the launch.

Card Balance and Long-Term Playability


A card game keeps changing after launch. Every new set shifts which cards dominate, and players find the strongest combination within days. Balance therefore runs as a continuous process built on data: win rates per card and per deck archetype, play rates by rank, and the number of distinct decks players use.

Simulated matches at scale expose outliers before a set ships. A data-driven card database lets designers adjust a cost or an effect and publish the change as a balance patch. An expansion plan keeps deck balance moving, and veterans meet new puzzles while newcomers keep a readable game.

Our position is simple: balance tooling belongs in the first build, ready for the day the first broken deck appears.


How to Choose the Right Card Game Development Company


Start with one question: has the studio shipped a card game, or a close relative of one? Seven criteria narrow the shortlist, and each maps to a risk that surfaces after launch.

  • A portfolio in card or adjacent genres.
  • In-house art at the volume a full set needs.
  • Multiplayer experience, including anti-cheat for hidden information.
  • Experience balancing large card sets.
  • Support for live ops after launch.
  • Transparent timelines and reporting.
  • Intellectual property (IP) transfer and source file handover.

Ask for proof in each category: a playable build, a set of cards in one consistent style, and a ranked ladder that survived a launch week. Quotes that separate art, engineering, and live ops are easier to compare.

Simple single-player solitaire fits a smaller team or a ready-made template. Full cycle from a studio pays off for TCG and CCG titles, PvP (player versus player) modes, and live ops, where rules, art, servers, and balance all depend on one another. For those games, one studio holding every discipline removes the handoffs between vendors, where schedules and art styles drift.

Why Choose Kevuru Games for Card Game Development

As a multiplayer card game development company with a large art team, we hold one position: a card game succeeds when rules, art, and servers come from one team that talks every day.
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Multiplayer expertise

Server-authoritative logic, matchmaking, and disconnect recovery are part of our standard multiplayer setup.
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Trust terms in writing

NDA and full transfer of IP, code, and source art files.
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Full cycle under one roof

Concept, art, engineering, backend, and live ops sit in one studio, so every patch moves through one team.
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Flexible engagement

A studio can take the full cycle or hire game developers for one stage, such as multiplayer engineering.
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What Clients Say About Us

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Bandai Namco
Kevuru Games’ flexibility and willingness to work quickly despite all issues resulted in a successful product upon first review. They produced good work, and the end product has positive reviews and no major crashes. They provided good feedback, and weren’t afraid of making suggestions that would improve the end product.
James Kucera
Former Head of Mobile Development, Bandai Namco America
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It was a pleasure working with Kevuru Games. They’re very professional and understand the slot business very well. On top of that they had good suggestions regarding the animations and art style which we incorporated into our games. I will definitely work with them in the future.
Amichai Naveh Marmor
Games Director at Techona
Housemarque
We found Kevuru for animation via an extensive animation test comparing many vendors. Kevuru’s work stood out with realism in all details. They kept it up since then doing most of character animations for Stormdivers summer 2018 release and the closed beta. Everything within a tight schedule.
Niko Mäkelä
Art Manager, Housemarque

FAQ

Which Game Engine Is Best for Developing Card Games?

Several engines can build a card game, and Unity is a common choice. One codebase reaches Android, iOS, PC, and the web, and its UI tools suit card layouts. Hearthstone, Marvel Snap, and Legends of Runeterra all run on Unity. Unreal suits 3D-heavy projects. Platforms, team skills, and the multiplayer stack decide the pick.

What Are the Top 5 Game Development Companies?

Rankings vary by metric and year. By game revenue, Wikipedia’s 2026 list of the largest video game companies, compiled from earnings reports, places Sony Interactive Entertainment, Tencent, Xbox, NetEase, and Nintendo in the top five. Large publishers outsource art and development too.

Who Are the Big 3 Game Developers?

The Big Three usually means Sony (PlayStation), Microsoft (Xbox), and Nintendo, the three console platform holders, and each also runs first-party studios. The label points to platform ownership, and a revenue ranking would bring Tencent into the discussion as well.

How Long Does Card Game Development Take?

A classic format moves faster than a trading card game with multiplayer. Timeline depends on how many cards ship at launch, how much custom art each card needs, whether PvP and matchmaking are included, and how many platforms release together. A concept and rules review turns those factors into a concrete schedule per project.

Can You Build a Multiplayer Card Game for Android?

Yes. Android card game development for multiplayer depends on server-authoritative logic that keeps hands hidden, matchmaking that pairs players by rating, and builds tuned for the widest range of devices. Cross-play with iOS and PC comes from a shared codebase.