Frederik Hammes, who stepped into the role of managing director of Gamescom Dev after Stephan Reichart earlier this year, points to the recent Gamescom Dev speaker survey as clear evidence that today’s most promising opportunities lie with smaller development teams. In his conversation with GamesIndustry.biz, Hammes explains that even a three‑person studio can produce impressive results, but the need for someone to handle the commercial side of the operation never disappears. "You can achieve more with fewer staff, yet business responsibilities remain essential," he says.
"Even a three‑person outfit must assign at least one person to manage contracts, finances, and marketing. I like to think of Gamescom Dev as a one‑stop shop where creators can access production expertise, coding know‑how, design insights, and creative feedback, while also learning the fundamentals of running a sustainable business.
No matter how advanced the technology becomes, solid business acumen remains crucial." The event, originally known as Devcom, was rebranded to Gamescom Dev in August 2025, effectively extending the larger Gamescom festival into a full‑week program. Hammes believes the name change strengthens the connection between the two gatherings. "There are compelling reasons to bring Dev closer to Gamescom," he notes. "We now have a powerful partner behind us, which brings numerous practical benefits.
Previously, attendees had to navigate two separate conferences, purchase tickets from different platforms, and manage distinct schedules. Now everything is consolidated under a single ticketing system. If you buy a pass, you can attend the Dev sessions from Monday to Friday and then move on to the main Gamescom events without needing another ticket." This year’s edition features an impressive lineup: 390 speakers, 220 sessions spread across 17 stages, and a range of topics that reflect the evolving nature of game creation. Yet Hammes cautions against treating the event as a pure numbers game.
"It’s not about hitting a target attendance figure or filling every seat," he says. "We’re responding to supply and demand, and we’re seeing a trend toward greater specialization." One logistical challenge Hammes acknowledges is the capacity of the current venue, the Confex Center at Koelnmesse. While the space comfortably accommodates this year’s program, there is little room for significant expansion. "If the industry continues on its current trajectory, we may eventually need a larger hall or a closer physical link to Gamescom," he explains.
"Our current plan isn’t to grow dramatically in size, because that would require a major relocation. However, if the democratization of game development continues—if more indie and micro‑studios emerge—we’ll need additional space to serve that broader community." Gamescom Dev traces its origins 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 audience, Hammes prefers to view the two events as complementary rather than competitive. "There’s a strong sense of community behind the scenes," he says.
"We’re separate organizations, each trying to make a profit, but the competition isn’t cut‑throat. The industry is like a global circus—people travel from one conference to another, sharing ideas and building relationships.
If one event thrives, it lifts the whole ecosystem." Hammes also comments on the current difficulties facing GDC, noting that external factors have created a challenging environment for the conference. He expresses hope that conditions improve for GDC’s organizers and participants, emphasizing that a healthy, diverse conference landscape benefits everyone.
A notable new feature at Gamescom Dev this year is the introduction of Leadership Summits. These one‑day gatherings provide senior industry figures with a private setting—no press, no microphones, no recordings—to discuss the turbulent market conditions openly.
Hammes stresses the importance of such “safe spaces.” "It’s less about listening and more about speaking up and exchanging ideas," he explains. "When we opened the first summit, everyone raised their hand to indicate they had delivered bad news that year, and the same hands stayed raised when asked about hearing bad news from 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 challenges, and collectively brainstorm solutions." 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 discrepancy as a signal that technical proficiency alone won’t drive success. "You could argue we’re over‑estimating AI’s impact or under‑preparing for it," he says.
"In reality, the data suggests that leadership is the most critical capability—27 % of respondents named it the top skill. This tells us that the industry recognizes change is coming, but it isn’t looking for a technological silver bullet.
We need leaders who can guide teams through uncertainty, make strategic decisions, and foster resilience." Overall, Hammes paints a picture of an industry in flux, where small studios hold outsized potential, venues must adapt to growing demand, and leadership—more than any single technology—will determine how the sector navigates the challenges ahead. The expanded Gamescom Dev program, with its integrated ticketing, diversified sessions, and confidential leadership forums, aims to equip creators of all sizes with the knowledge, networks, and confidence required to thrive in this rapidly evolving landscape.