Frederik Hammes, who stepped into the role of managing director of Gamescom Dev after Stephan Reichart earlier this year, points to the latest Gamescom Dev speaker survey as evidence that independent, smaller‑scale studios now represent the most significant growth opportunity in the video‑game market. "You can achieve more with a lean team, yet business responsibilities remain essential," Hammes told GamesIndustry.biz. "Even if your studio consists of just three people, someone still has to handle contracts, budgeting, marketing and all the other administrative tasks that keep the operation afloat.
I like to think of Gamescom Dev as a one‑stop hub where creators can access production expertise, programming know‑how, artistic direction, design insights, and also receive guidance on how to run a sustainable business. No matter how advanced the technology becomes, solid business fundamentals remain crucial." The event, originally known as Devcom, was rebranded to Gamescom Dev in August 2025, effectively extending the renowned Gamescom brand into a full‑week affair.
Hammes explained that the rebranding was intended to bring the two events closer together, creating a seamless experience for attendees. "We now have a powerful partner in Gamescom, which brings many practical advantages. Previously there were two separate conferences, two ticketing systems, and little integration.
Today it’s a single ticket shop: you purchase one pass and you have access to everything from Monday through Friday, including the main Gamescom exhibition. This simplifies planning and makes the whole week feel like a unified business and creative summit." This year’s programme features 390 speakers and 220 sessions spread across 17 stages. Hammes cautioned against treating the event as a numbers game. "We don’t aim to hit arbitrary targets for speaker count or session volume.
It’s really about matching supply with demand and delivering specialised content that serves the community’s evolving needs," he said. He noted that the industry appears to be fragmenting into more niche areas, with developers seeking deeper, more focused knowledge rather than broad, generic presentations. Despite the ambitious schedule, Hammes acknowledged that the venue – the Confex Center at Koelnmesse – imposes physical limits on further expansion. "The current space accommodates us well, but there isn’t much room left for substantial growth.
If the gaming sector continues its rapid trajectory, we may eventually need to consider relocating or expanding closer to the main Gamescom site to provide additional capacity for the influx of smaller studios and their audiences." Looking ahead, Hammes said there are no immediate plans to dramatically enlarge the event, as doing so would require a more complex logistical effort and potentially a shift in location. "If the democratization of game development continues – meaning more indie teams, more creators with modest budgets – we’ll eventually need a larger venue to serve everyone effectively," he explained. Gamescom Dev traces its origins to 2017, when it was launched to fill the void left by the departure of GDC Europe.
While the San Francisco‑based Game Developers Conference (GDC) targets a similar demographic and covers comparable topics, Hammes does not view it as a direct competitor. "There’s a strong sense of community behind the scenes.
We’re separate organisations, each with our own business model, but the industry benefits when multiple events thrive. It’s not a zero‑sum game; a healthy ecosystem of conferences helps the whole sector grow." He added a note of solidarity regarding recent challenges faced by GDC, attributing difficulties to broader environmental factors rather than any fault of the conference itself. "We hope the situation improves for our colleagues at GDC, because when one part of the industry struggles, it affects us all," Hammes said.
A notable new feature of this year’s agenda is the introduction of Leadership Summits – intimate, one‑day gatherings where senior executives can converse without press, microphones, or recordings. Hammes emphasized the importance of providing a "safe space" for leaders to discuss the turbulent market conditions openly. "It’s less about listening and more about speaking up and exchanging ideas.
When we opened the room, every participant raised their hand to acknowledge they had delivered bad news or received bad news within the past year. The environment is undeniably challenging, and leaders often feel pressure to project confidence. These summits allow them to be candid, share concerns, and collectively explore solutions." The speaker survey also revealed a split perspective on artificial intelligence. While 47 % of speakers believe AI will be the most transformative development over the next three years, only 11 % consider AI literacy the top skill to cultivate.
Hammes interpreted this disparity as a sign that technical proficiency alone won’t suffice. "Some might argue we’re overestimating AI’s impact or under‑preparing for it. In reality, the most critical capability highlighted by the data is leadership – 27 % of respondents identified it as the paramount skill. This suggests that industry professionals recognise change is inevitable, but they’re looking for leaders who can guide teams through uncertainty, rather than relying solely on technology to solve every problem." In summary, Hammes paints a picture of an industry in transition: smaller studios are gaining prominence, the Gamescom Dev platform is evolving to better serve a diverse audience, and the focus is shifting from sheer scale to specialised, high‑quality content and strong leadership.
As the event continues to adapt, its success will depend on balancing growth with the practical constraints of venue capacity, while fostering an environment where both creative and business expertise can thrive side by side.