Ten thousand events. Zero stage fright.
An all-in-one Event Experience OS for virtual, in-person and hybrid events — studio-quality live and simulive streaming, powered by self-service production tools.
Live events don’t get a second take.
When the keynote starts, the platform either works or it becomes the story. Bizzabo’s Event Experience OS had to deliver broadcast-grade streaming to massive, spiky audiences — while letting non-technical event teams run the production themselves.
We engineered the streaming layer for the worst minute, not the average: adaptive bitrate, multi-CDN failover, simulive delivery and sub-1.5-second stream starts — wrapped in production tooling a marketing team can drive without an engineer in the room.
The system now carries marquee broadcast moments as a matter of routine: ten thousand events delivered, peaks above 50K concurrent viewers, and streams that start in under a second and a half — even when an entire audience arrives at once.
The worst minute is the only minute.
Streaming for events is engineering for the spike: ten thousand people joining in the same sixty seconds.
Broadcast stakes, marketing-team operators.
Live events combine the hardest streaming problem with the least technical operators.
- No second take — a keynote that buffers becomes the story of the event.
- Spiky by nature — audiences arrive in one minute, not over an hour.
- Production was gatekept — every show needed an engineer in the room.
- Hybrid complexity — virtual, in-person and simulive sessions in one program.
Engineered for the worst minute.
We built the streaming layer for the spike — and wrapped it in tools a marketing team can drive alone.
- Adaptive bitrate + multi-CDN failover — the stream survives bad networks and bad luck.
- Sub-1.5-second starts — joining feels like switching channels, not loading a page.
- Simulive delivery — pre-recorded content delivered with live energy and timing.
- Self-service production — non-technical teams run studio-grade shows themselves.
Broadcast grade, self-service.
The streaming machinery and the tools that let event teams run it alone.
Live streaming pipeline
Ingest, transcode and adaptive delivery engineered for tens of thousands of concurrent viewers.
Simulive engine
Pre-recorded sessions delivered as live — perfect runs, real-time chat, no rehearsal risk.
Self-service production
Studio tooling for non-technical hosts: scenes, speakers, overlays and run-of-show.
Hybrid event surface
Virtual, in-person and hybrid audiences on one platform with one content spine.
Real-time interaction
Chat, Q&A and polls that hold up when the whole audience arrives at once.
Multi-CDN delivery
Automatic failover between CDNs — a regional wobble never becomes a global outage.
Built for the spike.
Four phases, each tested against the worst minute of a live keynote.
Conceptualisation
Defined the failure budget: what must survive a CDN dying mid-keynote.
Design
Production tooling shaped around event-team workflows, not broadcast jargon.
Development
The streaming pipeline — ingest, transcode, adaptive delivery, multi-CDN failover.
Deployment
Load-tested past 50K concurrent, then shipped into 10K+ live events.
What kept us up at night.
The problems that decided whether the product worked at all.
Failover nobody notices
Multi-CDN switching has to happen mid-stream without a visible stutter. The player re-routes within a buffer length, so a dying CDN never reaches the audience.
The join spike
Fifty thousand viewers joining inside a minute melts naive infrastructure. Session bootstrap was redesigned to be nearly stateless — a join costs almost nothing.
Simulive that feels live
Pre-recorded sessions run with live chat and live timing — the delivery layer holds the illusion to the second.
Tech stack.
The machinery under ten thousand live events.





Numbers the owners watch.
The platform carried flagship conferences without ever becoming the headline.
Spike-sized audiences served with broadcast stability.
From team townhalls to global conferences, on the same machinery.
Click-to-video fast enough that nobody thinks about buffering.
Keep exploring.
Every project here is live, paid for, and earning revenue for its owners.
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