Skip to content
EVENEMENTHOLDING GROUP
A darkened studio workshop lit by the screen of a handmade arcade cabinet
Rotterdam · Est. 2019 · Six titles live on Google Play

Evenement Holding GroupEVENEMENTHOLDINGGROUP

We build small games and useful apps, then ship them to Google Play and keep them alive.

Unity 6Godot 4Kotlin · Jetpack ComposePlay Console release engineeringOffline-first architectureLive operationsStore listing experimentsANR and crash budgetsStaged rolloutsUnity 6Godot 4Kotlin · Jetpack ComposePlay Console release engineeringOffline-first architectureLive operationsStore listing experimentsANR and crash budgetsStaged rollouts
6
Titles on Play
Four games, two utilities
3.41M
Lifetime installs
Across the live catalogue
4.62
Mean store rating
Weighted by review count
47.2%
D7 retention
Best-performing title, Kholm Drift
118
Store releases
Shipped since March 2019
11 days
Median pitch to playable
Prototype sprint average
03 — How it goes

Playable in three weeks or we have learned something cheaply

  1. I

    Teardown

    Week 0

    A paid two-day teardown. We take your pitch, prior build or competitor set apart and come back with a written read: what the core loop actually is, which constraints will hurt, and what we would cut. You own the document whether or not we go further.

  2. II

    Prototype sprint

    Weeks 1–3

    One mechanic, no art, running on a mid-range Android handset. Eleven days is our median from signed pitch to something you can hold. If the loop is not fun grey-boxed, no amount of art will save it — and this is the cheapest possible place to find that out.

  3. III

    Vertical slice

    Weeks 4–11

    Final art direction, real audio, the first fifteen minutes of the product built to ship quality. This is the build that goes to closed testing and to any partner or publisher conversation.

  4. IV

    Production

    Months 3–8

    Content build-out on a two-week cadence with a playable at the end of each one. Store assets, ratings questionnaire, data safety forms and pricing get settled here, not in a panic the week before launch.

  5. V

    Release and after

    Launch onward

    Open testing, then a staged production rollout starting at five percent. We watch crash rate, ANR rate and D1 for the first seventy-two hours with someone on call, then move to the monthly release train.

04 — The studio

Seven people, one room, no handoffs

The person who designs a system builds it and watches it in production. That is the entire organisational philosophy, and it is why we cap the studio at seven and take on three projects a year rather than eight.

The studio workspace at dusk: plywood desks, monitors, pinned concept sketches