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 clear evidence that the most promising growth area in today’s games industry lies with smaller development teams. In his conversation with GamesIndustry.biz, Hammes emphasizes that while lean teams can stretch their creative and technical capabilities, the need for solid business management does not disappear. "You can achieve more with fewer people, yet business responsibilities remain essential," he explains.
"Even a three‑person studio must still assign someone to handle contracts, finances, and marketing. I like to think of Gamescom Dev as a one‑stop hub where developers can access everything they need—production insights, programming expertise, creative direction, design guidance, and also practical lessons on running a business.
No matter how advanced the technology becomes, the commercial side stays crucial." The event, which was renamed from Devcom to Gamescom Dev in August 2025, now effectively extends the larger Gamescom festival into a full week of industry‑focused programming. Hammes believes that aligning the two events creates a stronger, more cohesive experience for attendees.
"There are compelling reasons to bring us closer to Gamescom," he says. "We now have a powerful partner in the main Gamescom organization, and that partnership brings many practical benefits.
For example, ticketing is now streamlined: instead of juggling separate passes for two conferences, visitors purchase a single ticket that grants access to everything from Monday through Friday. This simplifies planning for newcomers and reinforces the idea of a unified Gamescom business week." This year’s schedule is ambitious, featuring 390 speakers and 220 sessions spread across 17 stages.
Yet Hammes cautions that success should not be measured purely by numbers. "It shouldn't be a numbers game," he notes.
"We don't aim to hit arbitrary targets; we respond to genuine supply and demand. The market is becoming more specialized, and we want to reflect that specialization rather than simply inflating the program." A practical limitation for the event is its current venue, the Confex Center at Koelnmesse. While the space comfortably accommodates the existing program, Hammes acknowledges that physical expansion options are constrained.
"At the moment we’re fitting within the venue, but there’s limited room for growth," he says. "If the industry continues on its present trajectory, we may eventually need to move closer to the main Gamescom site or find a larger facility.
The democratization of game development—more indie and micro studios entering the field—could require additional capacity to serve a broader audience." Gamescom Dev traces its origins back to 2017, when it was launched to fill the void left by the departure of GDC Europe. Although the San Francisco‑based Game Developers Conference shares a similar audience and agenda, Hammes stresses that competition is not the primary lens through which he views the relationship. "We’re separate organizations, each with its own community," he says.
"Everyone wants to be profitable, but the atmosphere isn’t cut‑throat. The industry feels like a global circus in a positive sense—people travel from one conference to another, sharing knowledge rather than trying to eliminate each other.
When one event faces challenges, such as the current difficulties GDC is experiencing due to external factors, we hope they recover quickly. A healthy ecosystem benefits everyone." A noteworthy addition to this year’s program is the series of Leadership Summits.
These one‑day, invitation‑only gatherings give senior executives a private forum—free from press, microphones, and recordings—to discuss the turbulent market conditions openly. "It’s less about listening and more about speaking up and exchanging ideas," Hammes explains. "During the inaugural summit, we asked participants to raise their hands if they had delivered bad news in the past year; every hand went up. When we asked who had received bad news, the same result.
The environment is undeniably tough right now. Leaders often feel pressured to project confidence, but we wanted to create a safe space where they can be candid about challenges and uncertainties." The speaker survey also revealed a split view on artificial intelligence. While 47 % of speakers believe AI will be the most transformative development for the industry over the next three years, only 11 % consider AI literacy the top skill developers need to acquire. "How do we interpret that?
It could mean we’re over‑estimating AI’s impact or under‑preparing for it," Hammes reflects. "In reality, the most critical skill isn’t technical—it’s leadership. About 27 % of respondents identified leadership as the key competency.
That tells us the industry recognizes that change is coming, but we’re not looking for a technological silver bullet. We need leaders who can guide teams through uncertainty, make strategic decisions, and inspire confidence." In summary, Hammes paints a picture of an industry in transition: smaller studios are emerging as the primary engine of innovation, the Gamescom Dev event is evolving to better serve a diverse community, and the real competitive edge lies in strong, adaptable leadership rather than merely mastering new tools. As the games market continues to expand and diversify, the emphasis on business acumen, collaborative spaces, and visionary leadership will likely shape the next chapter of interactive entertainment.