About Us

Our story

We are a bunch of seasoned experts who love games a little more than we probably should. Made up of industry veterans, our company focuses on creating games while fostering new talent and supporting the growth of Filipino developers in the gaming industry. We aim to increase representation in the gaming space by developing accessible and engaging simulator, incremental, and roguelike games that you and everyone can enjoy!

Where we started

The studio started from the ashes of mass lays offs in the industry and decided that the only way we can thrive is to make our own oppurtunities

Company Structure

BCE Productions

Our publishing company, responsible for business operations, funding, marketing, and bringing games to market.

The Very Evil Company

Our game development studio, focused on creating, designing, and building the games.

Meet the founders

Three founders, three disciplines, one shared obsession.

Kim Dae Han

CEO, Main Developer

The masterminds behind the code and mechanics. They turn crazy ideas into playable worlds, crafting the rules, mechanics, and systems that make our games engaging and fun. They breathe coding and making sure that every click, jump, or action feels just right.

Reycelle Garrido

COO, Head of Marketing and Art

This is the face of the game. They create the first impression that players see and make it one that lasts. They set the tone, mood, and overall vibe of the experience, making sure every world, character, and effect pulls players in and keeps them immersed.

Louise Dadulla

CCO, Head of QA

The unsung heroes. Our QA team hunts down bugs, glitches, and quirks in our games, testing every possible scenario. They always ensure that the game is smooth, fun, and playable while catching the mistakes before they reach the players.

Creative control

Indie means we can chase odd sparks, lean into risk, and keep the story weird and personal when it needs to be.

Closer to players

We stay in the loop with the community, gathering notes early and building in public so the games grow with real feedback.

Small by design

Keeping the studio lean helps us focus on craft, keep scope honest, and ship on our own timeline without losing momentum.