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Case Study

Real-time multiplayer card & board game suite

A family of real-time multiplayer games — Ludo, Call Break, Teen Patti and more — sharing a common room engine, lobby system, wallet and admin panel.

Project
Gaming clients (white-label)
Industry
Gaming
Type
Multiplayer Games
Scope
Game design, Game clients, Multiplayer backend, Admin panel, QA
Gaming clients (white-label) — main screenshot

The challenge

Gaming operators wanted several popular card and board games on one platform, each with real-time multiplayer, private rooms and tournaments.

Building each game separately would have multiplied backend, wallet and admin work, and made fair, synchronized gameplay harder to maintain.

The solution

We designed a shared multiplayer foundation — rooms, matchmaking, turn timers, reconnection handling and state synchronization — that every game plugs into.

Each title then focuses on its own rules and UI, while a single admin panel manages players, tables, tournaments and transactions across games.

Key features

  • 2–4 player real-time rooms
  • Private room codes
  • Tournament and lobby modes
  • Wallet and transaction history
  • Custom board and table themes
  • Admin panel for players, tables and reports
Gaming clients (white-label) screenshot 2
Gaming clients (white-label) screenshot 3
Gaming clients (white-label) screenshot 4

Development process

  1. Discovery
  2. Design
  3. Development
  4. Testing
  5. Deployment

Outcome

New games can be added on top of the existing engine instead of rebuilding infrastructure for each title.

Operators manage every game from one admin panel.

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