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 gaming market. In an interview with GamesIndustry.biz, Hammes explained that while compact teams can punch above their weight creatively and technically, the need for solid business management does not disappear.

"You can achieve more with a lean team, yet business responsibilities remain essential," he said. "Even if your studio consists of just three people, someone still has to handle contracts, budgeting, marketing, and all the other non‑creative tasks that keep the company afloat.

I like to think of Gamescom Dev as a one‑stop hub where developers can soak up expertise across the entire production pipeline—whether it’s programming tricks, design theory, artistic direction, or the nitty‑gritty of running a business. No matter how advanced the technology becomes, the fundamentals of entrepreneurship stay crucial." The event itself underwent a significant rebranding in August 2025, when Devcom was renamed Gamescom Dev, effectively extending the renowned Gamescom brand into a full‑week affair.

Hammes believes this integration brings tangible benefits for attendees and exhibitors alike. "There are strong arguments for aligning more closely with Gamescom," he noted.

"We now have a powerful partner behind us, which opens up many practical advantages. For example, before the rebrand we were dealing with two separate conferences, two ticketing systems, and a fragmented experience for visitors.

Now everything is consolidated under a single ticketing platform. If you purchase a pass for the business week, you automatically gain access to the main Gamescom exhibition from Monday through Friday. It simplifies logistics and makes the whole ecosystem more approachable for newcomers." This year’s program is ambitious, featuring 390 speakers and 220 sessions spread across 17 stages.

Yet Hammes cautions against treating the event as a mere numbers game. "We don’t want to chase arbitrary targets for speaker counts or session totals," he emphasized.

"The real driver is supply and demand. The industry is becoming increasingly specialized, and we aim to reflect that specialization rather than simply inflating the schedule." One logistical challenge Hammes acknowledges is the capacity of the current venue, the Confex Center at Koelnmesse. While the space comfortably accommodates the present edition of Gamescom Dev, there is limited room for future expansion.

"At the moment we’re fitting within the existing footprint, but there’s only so much room left to grow," he explained. "If the gaming sector continues on its current trajectory, we may need to consider moving closer to the main Gamescom site or finding a larger venue altogether. The prospect of a bigger footprint is on the table, but only if the demand from smaller studios and the broader democratization of game development truly necessitates it." 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 audience and covers comparable topics, Hammes does not view the two events as rivals.

Instead, he describes a collaborative spirit that exists behind the scenes. "We’re separate organizations, each with our own business model," he said. "Everyone wants to make a profit, but the competition isn’t cut‑throat. The industry is more like a global circus where people travel from one conference to the next, sharing insights and building relationships.

If all the events thrive, the whole ecosystem benefits. Right now GDC is facing some logistical challenges due to external circumstances, and I sincerely hope those issues resolve quickly. The health of one conference ultimately reflects on the health of the entire industry." A notable addition to this year’s agenda is the introduction of Leadership Summits. These one‑day, invitation‑only gatherings provide senior executives a private environment—free from press, microphones, and recordings—to discuss the volatile state of the market.

"It’s less about listening and more about speaking openly," Hammes explained. "During the inaugural summit we asked participants to raise their hands if they had delivered bad news to their teams this year, and every hand went up.

When we asked who had heard bad news about their own company, the same result occurred. The current climate is undeniably tough, and leaders often feel compelled to project confidence even when they’re dealing with setbacks. By offering a safe space, we encourage honest dialogue, which is essential for navigating 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.

"That discrepancy is intriguing," Hammes remarked. "It suggests we either overestimate AI’s impact or under‑prepare for it. My interpretation is that neither is true; instead, the survey highlights that leadership, not technology, is the critical competency.

About 27 % of respondents identified leadership as the most important skill. In other words, the industry recognizes that change is inevitable, but we’re not looking for a technological silver bullet.

We need leaders who can guide teams through transition, make strategic decisions, and foster resilience." In summary, Hammes envisions a future where Gamescom Dev continues to serve as a catalyst for small‑studio growth, offers integrated business and creative education, and provides a collaborative platform for industry leaders. As the gaming landscape evolves, the emphasis on strong leadership and adaptable business practices will likely outweigh any single technological trend, ensuring that even the tiniest teams can thrive in a competitive market.