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 promising segment of the video‑game market. "You can achieve more with a lean team, yet business responsibilities remain essential," Hammes explains to GamesIndustry.biz.
"Even if your studio is just three people, someone still has to handle contracts, finances, and the myriad administrative tasks that keep the operation afloat. I like to think of Gamescom Dev as a one‑stop shop where creators can soak up production know‑how, programming techniques, artistic direction, design theory, and at the same time learn how to run a sustainable business. No matter how advanced the technology becomes, the commercial side stays crucial." The event, formerly known as Devcom until its rebranding in August 2025, now carries the Gamescom Dev name and effectively extends the overall Gamescom experience into a full‑week program. Hammes believes that aligning the two conferences under a single banner offers clear advantages.
"The case for bringing Dev closer to Gamescom is compelling," he says. "We now have a powerful partner in Gamescom, which simplifies things for attendees. Previously, there were two separate conferences, two ticketing systems, and little synergy between them. Today, there is a single ticket portal that grants access to everything from Monday through Friday.
If you purchase a pass, you can move seamlessly between the business‑focused sessions of Gamescom Dev and the broader exhibition floor of Gamescom itself." This year’s schedule is ambitious, featuring 390 speakers and 220 individual sessions spread across 17 stages. Hammes cautions, however, that success should not be measured solely by numbers. "It isn’t a numbers game.
We don’t chase arbitrary targets; it’s about matching supply with demand. The market is becoming increasingly specialised, and we aim to reflect that in our programming," he notes.
One practical limitation for the event’s expansion is the venue itself – the Confex Center at Koelnmesse. While the current layout accommodates the existing programme, Hammes acknowledges that the space offers "limited room to grow." He warns that if the industry continues its rapid trajectory, the conference may need to consider relocating closer to the main Gamescom site or finding a larger venue altogether. "Our current plan isn’t to balloon the event dramatically, because that would require a more substantial logistical effort, possibly moving physically nearer to Gamescom.
If the democratization of game development continues – with more indie teams entering the field – we will inevitably need more capacity to serve everyone," he says. Gamescom Dev originated in 2017 as a response to the departure of GDC Europe, filling a gap for European developers seeking a dedicated business‑focused forum. While the San Francisco‑based Game Developers Conference (GDC) covers many of the same topics and draws a similar audience, Hammes stresses that the two events coexist rather than compete. "There is a strong sense of community behind the scenes," he observes.
"We’re separate organisations, each with our own revenue goals, but the industry isn’t a zero‑sum game. When one conference thrives, it lifts the whole ecosystem. Our colleagues at GDC are currently facing challenges due to external circumstances, and we sincerely hope their situation improves.
Success across the board benefits everyone." A fresh addition to the 2026 programme is the Leadership Summit series – intimate, one‑day gatherings where senior executives can speak candidly without press, microphones, or recordings. Hammes explains that these sessions provide a "safe space" for leaders to navigate the turbulent currents affecting the gaming market today. "It’s less about listening and more about speaking up and exchanging ideas," he says.
"When we opened the first summit, every participant raised their hand to admit they had delivered bad news that year, and the same hands stayed raised when asked if they had received bad news themselves. The environment is undeniably tough right now. Leaders are accustomed to projecting confidence, but we need a forum where they can be vulnerable, discuss setbacks, and collectively chart a path forward." The speaker survey also reveals a split opinion on artificial intelligence.
While 47 % of speakers predict AI will be the most transformative development over the next three years, only 11 % consider AI literacy the top skill developers must acquire. Hammes interprets this discrepancy as a sign that technical proficiency alone will not suffice.
"You might think we’re over‑estimating AI’s impact or under‑preparing for it, but the reality is different. The survey shows that 27 % of respondents view leadership as the most critical capability," he explains. "That tells us the industry recognises change is coming, but it isn’t looking for a technological panacea.
We need leaders who can guide teams through uncertainty, make strategic decisions, and inspire confidence. In short, people – not just machines – will determine how successfully we adapt to the future." Overall, Hammes envisions Gamescom Dev as a catalyst for small‑studio growth, a hub for business education, and a platform where industry leaders can confront challenges together. By fostering collaboration, offering practical resources, and emphasizing the human element behind game creation, the conference aims to empower developers of all sizes to thrive in an ever‑evolving market.