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 significant growth potential within the broader games market. "You can achieve more with a lean team, yet business responsibilities remain essential," Hammes told GamesIndustry.biz.
"Even if your studio is just three people, someone still has to handle the administrative side, negotiate contracts, and keep the books in order. I like to think of Gamescom Dev as a one‑stop hub where creators can access everything they need—production expertise, programming know‑how, artistic direction, design insights, and, crucially, guidance on running a sustainable business.
No matter how advanced the technology gets, solid business fundamentals remain vital." The event, which was renamed from Devcom to Gamescom Dev in August 2025, now effectively extends the flagship Gamescom experience into a full‑week affair. Hammes explained that aligning the two conferences under a single brand creates a more cohesive experience for attendees and partners alike.
"The case for bringing the two events closer together is compelling," he said. "We now have a powerful partner in Gamescom, which brings numerous advantages. From a practical standpoint, it simplifies matters for people who might be unfamiliar with the separate conferences. Previously there were two ticketing systems, two sets of passes, and little synergy between the programs.
Today there is one unified ticket portal, and everything you need is available in one place. The Gamescom business week runs from Monday through Friday, and anyone who purchases a ticket can seamlessly move between Gamescom Dev and the main Gamescom exhibition throughout the week." This year’s agenda features 390 speakers delivering 220 sessions across 17 stages.
Hammes cautioned against treating the event as a mere numbers game. "We shouldn't chase arbitrary targets for speaker counts or session totals," he remarked.
"The real measure is supply and demand. We're seeing the market become more specialized, with niche topics gaining prominence." Despite the ambitious programming, the event’s physical footprint is constrained by its current venue, the Confex Center at Koelnmesse. Hammes acknowledged that while the space accommodates the present schedule, there is limited capacity for further expansion.
"At the moment we’re at the limit of what the venue can host," he said. "If the industry continues on its current trajectory, we may eventually need to consider moving closer to the main Gamescom site or finding a larger facility. The democratization of game development—more small studios entering the field—could necessitate additional room to serve everyone effectively." Gamescom Dev originated in 2017 as a response to the departure of the GDC Europe conference, aiming to fill the gap for European developers seeking a dedicated forum.
While the San Francisco‑based Game Developers Conference (GDC) targets a similar audience, Hammes does not view it as a direct competitor. Instead, he emphasizes a collaborative spirit within the industry. "We’re separate organizations, but there’s a strong sense of community behind the scenes," he noted. "Everyone wants to be profitable, yet the environment isn’t as cut‑throat as some might imagine.
The industry functions like a global circus in a positive sense—people travel from one conference to another, sharing knowledge and building relationships. It isn’t about eliminating other events; it’s about all of them thriving together.
When one conference faces challenges, such as the current difficulties GDC is experiencing due to external circumstances, we all hope for a swift resolution because the health of each event reflects the health of the entire sector." A fresh addition to this year’s lineup is the Leadership Summit series. These one‑day, invitation‑only gatherings give senior executives a private forum—free from press, microphones, and recordings—to discuss the volatile state of the games market. "It’s less about listening and more about speaking up and exchanging ideas," Hammes explained.
"When we opened the first summit, we asked for a show of hands on who had delivered bad news that year; every hand went up. We then asked who had received bad news; the hands stayed raised. It’s a challenging environment right now, and leaders often feel pressure to project confidence and stability.
Providing a safe space allows them to be candid, share concerns, and collectively navigate the turbulence." The speaker survey also revealed 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 developers need to acquire.
"What does that tell us? It suggests we might either be over‑estimating AI’s impact or under‑preparing for it," Hammes said. "In reality, the most critical skill, according to 27 % of respondents, is leadership.
That indicates a recognition that change is inevitable, but technology alone won’t steer us through it. We need leaders who can guide teams, make strategic decisions, and foster adaptability. People, not just tools, will determine how successfully the industry navigates the upcoming shifts." Overall, Hammes paints a picture of an industry at a crossroads: smaller studios are poised to drive innovation, the conference ecosystem is evolving to become more integrated, and the need for strong leadership is increasingly apparent as technology and market forces reshape the gaming landscape.