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EVENEMENTHOLDING GROUP
Services

What you can
actually hire us for

No packages and no tiers. Four kinds of engagement, each with the deliverables written down, because a studio that will not tell you what it hands over is telling you something.

Smallest engagement
Two-day teardown
Prototype sprint
3 weeks
Projects per year
3
Next opening
January 2027
01

Original game development

4–9 months

Our own titles, from mechanic sketch to a live Play listing with a content calendar behind it.

We prototype in Unity and Godot depending on the shape of the problem — Godot for 2D and tile-driven games, Unity when a title needs heavy physics or third-party ad and attribution SDKs. A vertical slice is playable on a real mid-range Android device inside three weeks, because a game that only feels good on a flagship is not finished.

You receive
  • Mechanic prototype on device
  • Vertical slice with final art direction
  • Signed AAB, closed and open testing tracks
  • Store listing, feature graphic, trailer cut
02

Client Android applications

3–6 months

Native Kotlin and Compose builds for companies that need a real app, not a wrapped website.

Offline-first data, background sync, push, in-app purchases and the whole Play Console paperwork: data safety declarations, target API upgrades, staged rollouts, pre-launch report triage. We hand over the signing keys and a CI pipeline your own team can run.

You receive
  • Kotlin + Jetpack Compose codebase
  • Play Console setup and release pipeline
  • Crash and ANR budget with alerting
  • Handover documentation and key transfer
03

Ports and release rescue

3–10 weeks

A finished game that will not pass review, or a desktop build that needs to become an Android one.

The common cases: a Play Console rejection nobody can decipher, a 60-crash-per-thousand-session regression, an app stuck two target-API levels behind, or a PC prototype that needs touch controls and a 60fps budget on a device with four gigabytes of RAM. We work on your repo, in your process.

You receive
  • Written audit with prioritised defects
  • Touch control and UI rework
  • Performance budget on reference devices
  • Compliance and policy fixes
04

Live operations and growth

Ongoing retainer

The unglamorous half: store experiments, retention work, events, and the monthly release train.

Store listing experiments through the Play Console, cohort retention analysis, seasonal events, remote-config balancing and a monthly release cadence with staged rollouts and a rollback plan. We report on the two or three numbers that actually move the business and ignore the rest.

You receive
  • Monthly release train with staged rollout
  • Store listing A/B experiments
  • Retention and funnel reporting
  • Remote config and event tooling
Sequence

Every engagement runs in the same five stages

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.

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.

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.

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.

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.

Asked often

The five questions

If yours is not here, the answer is probably short — send it over and we will reply within a working day.

  • Either. Original titles ship under the Evenement Holding Group developer account. Client work ships under yours — we set the Play Console up, run the releases during the engagement, and hand the upload keys and pipeline back at the end.

  • Games are Unity or Godot, chosen per project. Applications are native Kotlin with Jetpack Compose. We do not build games in web views and we do not ship a wrapped website as an app.

  • Sometimes, for original titles where we share creative control. The usual structure is a reduced day rate against a share of net revenue after Play's cut. We will tell you plainly when a project is not a good fit for that.

  • Android and Play are the specialism, and that is deliberate. When a title warrants an iOS build we plan for it in the architecture from the first sprint and bring in a partner studio we have worked with since 2021.

  • The two-day teardown is the smallest thing we sell, and it is genuinely useful on its own. Below a three-week prototype sprint there is not much point engaging a studio at all.

Two days, a written teardown, and no obligation after it.

The smallest useful thing we sell, and the way most engagements start.

Book a teardown