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 represent the most promising segment of the video‑game industry. In his conversation with GamesIndustry.biz, Hammes explains that while a compact team can punch above its weight in terms of creative output, the need for solid business management does not disappear. "Even if you’re a three‑person studio, someone still has to handle contracts, finances and partnerships," he says.

"Gamescom Dev is designed to be a one‑stop shop where developers can access production expertise, programming know‑how, creative direction, design insights, and also learn the fundamentals of running a sustainable business. No matter how advanced the technology gets, those business skills stay crucial." The event, which was rebranded from Devcom to Gamescom Dev in August 2025, now effectively extends the main Gamescom week, giving it a full five‑day schedule. Hammes believes the alignment with the larger Gamescom brand brings tangible benefits.

"Having a strong partner like Gamescom behind us creates a lot of synergy," he notes. "Previously we ran two separate conferences with distinct ticketing systems, which could be confusing for attendees. Now everything is consolidated under a single ticket portal, and participants can move freely between Gamescom Dev sessions and the broader Gamescom programme from Monday through Friday.

It simplifies logistics and makes the whole experience more cohesive for visitors who might be new to the event." This year’s programme is ambitious, featuring 390 speakers and 220 individual sessions spread across 17 stages. Yet Hammes cautions that success should not be measured purely by numbers.

"It’s not a numbers game. We don’t aim to hit arbitrary attendance targets; we respond to market demand and the evolving specialisation of the industry," he says. "Our focus is on delivering relevant, high‑quality content that meets the needs of developers at different stages of their journey." A practical limitation for the conference is its current venue, the Confex Center at Koelnmesse.

While the space comfortably accommodates the existing programme, Hammes acknowledges that physical expansion options are limited. "We are at capacity in the current hall, and there isn’t much room left for growth without moving to a larger site or integrating even closer with Gamescom’s main venues," he explains. He adds that if the trend toward smaller, more democratized development continues, the event may eventually need to secure additional space 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 (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," he says.

"We’re separate organisations, each trying to make a profit, but the industry isn’t a zero‑sum game. Conferences complement each other; when one thrives, the whole ecosystem benefits.

Right now GDC is facing some challenges due to external circumstances, and we hope those issues improve soon. In the end, a healthy, thriving conference circuit is good for everyone." One of the newest features on the Gamescom Dev agenda is a series of Leadership Summits.

These one‑day gatherings provide senior executives with a private setting—no press, no microphones, no recordings—to discuss the current turbulence in the gaming market. Hammes stresses the importance of such a “safe space.” "It’s less about listening and more about speaking openly," he says. "When we opened the first summit, every participant raised their hand to admit they’d delivered bad news that year, and the same hands stayed raised when asked if they’d heard bad news about their own companies.

The environment is undeniably tough right now, and leaders often feel pressure to project confidence. These summits let them be candid, share concerns, and collectively explore solutions without the usual public scrutiny." 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. Hammes interprets this gap as a sign that technical expertise alone won’t drive success.

"You could argue we’re either over‑estimating AI’s impact or under‑preparing for it," he says. "In reality, the most critical skill highlighted by the survey is leadership—27 % of respondents named it as the foremost competency. That tells us the industry recognises 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 foster resilience.

People, not just algorithms, will shape the future of gaming." Overall, Hammes paints a picture of an industry in transition: smaller studios are gaining influence, conferences are consolidating for greater accessibility, and leadership is emerging as the decisive factor in navigating upcoming challenges such as AI integration and market volatility. As Gamescom Dev continues to evolve, its role as a hub for both practical development knowledge and strategic business insight appears more vital than ever, especially for the next generation of indie creators seeking to thrive in a rapidly changing landscape.