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 segment of today’s gaming market lies with smaller development studios. In his conversation with GamesIndustry.biz, Hammes explains that while a compact team can accomplish a great deal, the necessity of handling business operations does not disappear. "Even if you’re a three‑person outfit, someone still has to manage the commercial side," he says. "I like to think of Gamescom Dev as a one‑stop hub where creators can access everything they need—production expertise, programming know‑how, creative guidance, design insight, and also practical lessons on running a business.

No matter how advanced the technology becomes, the business fundamentals stay crucial." The event, formerly known as Devcom, was rebranded to Gamescom Dev in August 2025, a change Hammes says effectively extends the main Gamescom festival into a full‑week experience. "There are strong arguments for bringing the two events closer together," he notes. "We now have a powerful partner in Gamescom, which brings many practical benefits. Previously, attendees had to navigate two separate conferences, two ticketing systems, and essentially two disconnected experiences.

Now everything is unified under a single ticketing portal. If you purchase a ticket for Gamescom Dev, you can also attend the broader Gamescom programme from Monday through Friday." This year’s programme is ambitious, featuring 390 speakers and 220 sessions spread across 17 stages. Hammes cautions, however, that success should not be measured purely by numbers. "It isn’t a numbers game.

It isn’t about hitting a predetermined quota. It’s about matching supply with demand, and we’re seeing the market become more specialised," he explains. One logistical constraint Hammes acknowledges is the venue itself—the Confex Center at Koelnmesse. While the current layout accommodates the event, he admits there is "limited room to grow" within those walls.

Should the industry continue its rapid expansion, the organisers may need to consider a larger space or a tighter integration with the main Gamescom site. "We’re not planning a massive expansion right now because that would require a physical move closer to Gamescom, which is a possibility down the line. If the trend toward smaller studios and the democratisation of game creation continues, we’ll eventually need more capacity to serve everyone," he says.

Gamescom Dev traces its origins to 2017, filling the void left by the departure of GDC Europe. While the San Francisco‑based Game Developers Conference (GDC) targets a similar audience, Hammes emphasizes a collaborative rather than competitive stance. "There’s a strong sense of community behind the scenes," he remarks. "We’re separate companies, each aiming to make a profit, but the atmosphere isn’t cut‑throat.

The industry is like a global circus where people travel from one conference to another. It’s not about eliminating rivals; when all conferences thrive, the whole sector benefits." He also acknowledges the challenges GDC is currently facing due to external circumstances, expressing hope that the situation improves for all parties involved. A notable new feature on the Gamescom Dev agenda is the series 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" for candid dialogue. "It’s less about listening and more about speaking up and exchanging ideas," he says.

"When we launched the summit, we asked the room how many had delivered bad news in the past year—every hand went up. We asked how many had heard bad news about their own company—again, every hand stayed raised.

It’s a challenging environment, and leaders often feel pressure to project confidence. These summits let them be honest about the difficulties they face." The speaker survey also reveals a split opinion on artificial intelligence.

While 47 % of speakers believe AI will be the most transformative development over the next three years, only 11 % consider AI literacy the top skill to cultivate. Hammes interprets this disparity as a sign that the industry may be overestimating AI’s impact while under‑preparing for it, or perhaps the opposite. "My conclusion is that neither is quite right," he explains. "When you ask what skill truly matters, 27 % point to leadership.

That tells us: ‘We recognise change is coming, but we’re not looking for a technological silver bullet. We need leaders who can guide us through it.’" In summary, Hammes envisions a gaming landscape where small studios drive innovation, where business acumen remains essential regardless of team size, and where industry leaders convene in trusted environments to navigate uncertainty. Gamescom Dev aims to support this vision by offering a consolidated platform for knowledge sharing, skill development, and strategic discussion, all while acknowledging the practical limits of its current venue and the broader collaborative spirit that defines the global games community.