AR Card Battles
Meta Quest 3 recognizes printed cards on a real table and summons their characters in 3D. They take turns, attack and react, with health and battle text on the table.
Bring four of your cards to life.
CardAlive partners with trading-card publishers to bring their games into mixed reality on Meta Quest 3. Start with a private proof of concept: four of your characters, built around your game's identity and shown only to your team.
A small first step. Your team sees four of your characters in mixed reality, and we both learn what your game needs before anyone commits to more.
Four steps. The first three stay private between your team and ours. The fourth happens only if we both want it.
A short call about your characters, how your game plays, and what you'd want players to feel in mixed reality.
Together we pick four characters. You approve which assets we may use and give written IP permission before any work begins.
CardAlive builds a private mixed-reality proof on Meta Quest 3. We review it with your team and see how your characters and mechanics translate.
We plan what comes next together: a tutorial built for your game, or a branded convention activation that a crowd can watch.
Two prototypes, built with our own original characters, show the technology a four-card proof builds on.
Meta Quest 3 recognizes printed cards on a real table and summons their characters in 3D. They take turns, attack and react, with health and battle text on the table.
A guided first session. Kishi's city appears on a real desk, then opens around you. Guide him and lift him over a broken bridge.
Prototype card artwork is AI-assisted placeholder art for this proof of concept, not final artwork. Publisher experiences use each game's original card art, characters and creative identity.
CardAlive is in development for Meta Quest 3. The prototypes show what the technology does today, with our own original characters standing in for yours. It does not yet bring every existing game over in full. A four-card proof is how we find out what yours needs.
Our longer-term vision is to help publishers turn their characters and mechanics into experiences a crowd can watch: at conventions, in local game stores and at community events.
Illustration · a shared-screen activation at a convention booth
Builds on Prototype 02
A tutorial made for your game, at your booth. New players learn your rules in the headset, guided by your own characters.
Builds on Prototype 01
One player in the headset and a crowd watching the same battle on a big screen. A demo people stop to watch.
Further out
Local game stores, launch nights and organized play: mixed reality where your community already gathers.
These are directions we would explore with you, each as a separate collaboration after a proof. The proof itself stays private.
Tell us about your game. We reply by email to set up a short call.