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 independent, smaller‑scale studios now constitute the most promising segment of the gaming market. In a candid interview with GamesIndustry.biz, Hammes explains that while lean teams can punch above their weight in terms of creative output, the inevitable business side of development never disappears.

"You can achieve more with fewer team members, yet business responsibilities remain essential," he says. "Even if you’re a three‑person studio, someone still has to handle contracts, budgeting, marketing, and all the administrative tasks that keep the company afloat. I like to think of Gamescom Dev as a one‑stop hub where developers can tap into production expertise, programming know‑how, artistic direction, design insight, and also pick up the practical skills needed to run a sustainable business. No matter how advanced the technology becomes, solid business fundamentals are still the backbone of any successful studio." The event itself underwent a major rebranding in August 2025, when Devcom was renamed Gamescom Dev, effectively extending the reach of the flagship Gamescom exhibition into a full‑week programme.

Hammes believes this strategic alignment brings several tangible benefits. "The case for bringing Gamescom Dev closer to the main Gamescom festival is compelling," he notes.

"We now have a powerful partner behind us, which opens up a host of advantages. From a practical standpoint, it simplifies the experience for attendees. Previously there were two separate conferences, two ticketing systems, and little synergy between the two. Now there is a single ticket portal that gives you access to everything you need—from the Monday‑through‑Friday business week to the broader Gamescom weekend.

If you purchase a ticket, you can seamlessly move between the two events without juggling separate passes." This year’s programme is ambitious, featuring 390 speakers and 220 sessions spread across 17 stages. Yet Hammes cautions against treating the event as a mere numbers game.

"It shouldn't be about hitting a target figure for speakers or sessions," he asserts. "What matters is the balance of supply and demand. We’re seeing the market become more specialized, with niche topics gaining traction.

Quality and relevance trump sheer volume." Despite the growth, the physical venue—the Confex Center at Koelnmesse—places a ceiling on how much the show can expand. Hammes acknowledges that while the current layout accommodates the event, “there is limited room to grow.” He warns that if the industry’s trajectory continues upward, the conference may need to seek a larger space or move even closer to the main Gamescom grounds.

"At this stage we’re not planning a massive expansion that would force us to relocate far from Gamescom," he explains. "However, if the democratization of game development continues—if more and more small studios emerge—we’ll eventually need additional capacity to serve everyone effectively." Gamescom Dev’s origins trace back 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 audience and covers comparable topics, Hammes emphasizes a collaborative rather than competitive mindset. "We’re distinct organizations," he says. "Everyone wants to make a profit, but the environment isn’t as cut‑throat as one might imagine.

The industry is like a global circus—people travel from one conference to another, sharing ideas and building relationships. It’s not about eliminating other events; it’s about all of us thriving together. Right now GDC is facing some challenges due to external circumstances, and we hope those issues improve.

When one conference does well, it lifts the whole ecosystem." A notable new feature of the Gamescom Dev agenda is the introduction of Leadership Summits. These one‑day, invitation‑only gatherings provide top‑level executives with a private forum—free from press, microphones, or recordings—to discuss the turbulent state of the market. "It’s less about listening and more about speaking up and exchanging perspectives," Hammes explains.

"When we first held a summit, we asked participants to raise their hands if they had delivered bad news that year. Every hand went up.

We then asked who had received bad news; again, every hand stayed raised. It’s a challenging environment, and leaders often feel pressure to project confidence and stability. These summits create a safe space where they can be candid, share concerns, and collectively navigate uncertainty." The speaker survey also revealed a split opinion 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 reconcile those numbers?" Hammes asks.

"One could argue we overestimate AI’s impact or under‑prepare for it. My conclusion is that neither is true. When you look at what respondents deem the most critical skill, leadership tops the list at 27 %.

This tells us that the industry recognizes change is coming, but it isn’t banking on technology alone to solve problems. We need leaders who can guide teams through transition, make strategic decisions, and foster adaptability. In other words, people—not just tools—will steer the future of gaming." In summary, Hammes paints a picture of an industry in flux, where small studios are poised to capture significant market share, where business acumen remains indispensable, and where collaborative platforms like Gamescom Dev are evolving to meet the needs of a more specialized, leader‑driven community. The conference’s integration with the broader Gamescom festival, the addition of exclusive leadership forums, and the ongoing dialogue about AI all signal a commitment to supporting developers of every size as they navigate the next chapter of interactive entertainment.