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 in the video‑game market. "You can achieve more with a lean team, yet business responsibilities remain essential," Hammes told GamesIndustry.biz. "Even if you’re a three‑person outfit, someone still has to handle contracts, budgeting, marketing, and all the administrative tasks that keep a studio afloat. I like to think of Gamescom Dev as a one‑stop hub where creators can access production expertise, programming know‑how, creative direction, design insights, and also learn the fundamentals of running a business.

No matter how advanced the technology becomes, the commercial side of game development stays crucial." The event, originally known as Devcom, was rebranded to Gamescom Dev in August 2025, effectively extending the broader Gamescom experience into a full‑week programme. Hammes believes that aligning the two events brings tangible benefits. "There are strong arguments for bringing the two conferences closer together," he explained.

"We now have a powerful partner in Gamescom, which opens up many practical advantages. For attendees who may be unfamiliar with the separate events, the new format simplifies everything: instead of juggling two ticket types, two purchase portals, and two distinct schedules, everything is consolidated into a single ticketing system.

From Monday through Friday, participants can attend the dedicated Gamescom Dev sessions and still have easy access to the main Gamescom exhibition later in the week." This year’s programme features an impressive roster of 390 speakers delivering 220 sessions across 17 stages. However, Hammes cautions that success should not be measured solely by numbers. "It shouldn’t be a numbers game. We don’t need to hit arbitrary attendance targets.

It’s really about matching supply with demand and delivering specialised content that meets the evolving needs of the industry," he said. "We’re seeing a trend toward greater specialisation, which is encouraging because it means developers can find highly relevant knowledge without sifting through generic material." One logistical challenge that Hammes acknowledges is the limited capacity of the current venue, the Confex Center at Koelnmesse. While the space comfortably accommodates the present scale of Gamescom Dev, there is "limited room to grow" without considering a move or expansion. "At the moment we’re not planning a massive expansion, because that would require us to be physically closer to the main Gamescom site—a possibility we’re keeping under review," Hammes noted.

"If the democratisation of game development continues—if more and more small studios emerge—we’ll eventually need a larger venue to serve that broader community." Gamescom Dev originated in 2017 to fill the void left when GDC Europe discontinued its European edition. Although the San Francisco‑based Game Developers Conference (GDC) targets a similar audience and covers comparable topics, Hammes does not view it as a direct competitor. Instead, he emphasizes a collaborative spirit within the industry.

"We’re still separate organisations," he said. "Everyone wants to be profitable, but the environment isn’t as cut‑throat as some might think. The industry functions like a global circus—in a positive sense—where professionals travel from one conference to another, sharing ideas and networking. It’s not about eliminating other events; it’s about all of us thriving together.

When one conference faces challenges, such as the current difficulties GDC is experiencing due to external constraints, we all feel the impact. I sincerely hope their situation improves, because a healthy ecosystem benefits everyone." A notable new feature of this year’s schedule is the introduction of Leadership Summits.

These one‑day gatherings provide senior executives with a private forum—free from press, microphones, and recordings—to discuss the volatile state of the games market. "The purpose isn’t just to listen; it’s to speak up and exchange perspectives," Hammes explained. "When we opened the first summit, every participant raised their hand to indicate they had delivered bad news to their teams that year, and the same hands stayed raised when asked if they had received bad news themselves. It highlighted how challenging the current climate is.

Leaders often feel pressure to project confidence, but these summits create a safe space where they can be candid about setbacks and strategise collectively." 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. "How do we reconcile that? Some might argue we’re over‑estimating AI’s impact, while others think we’re under‑preparing for it," Hammes said.

"In reality, the most critical skill isn’t technical at all—it’s leadership. About 27 % of respondents identified leadership as the key competency. That tells us the industry recognises that change is inevitable, but we don’t expect technology alone to guide us.

We need leaders who can chart a clear path, inspire teams, and navigate uncertainty." In summary, Hammes envisions a future where Gamescom Dev continues to serve as a central hub for both the creative and business dimensions of game development. By fostering collaboration, offering specialised education, and providing a secure environment for industry leaders to discuss challenges, the conference aims to empower the growing number of small studios that are reshaping the market. As the sector evolves, the balance between technological innovation and strong, adaptable leadership will remain the cornerstone of sustainable success.