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 evidence that independent, smaller‑scale studios now represent the most significant growth potential within the gaming sector. "You can achieve more with a lean team, yet business responsibilities remain essential," he told GamesIndustry.biz.
"Even if your studio is just three people, someone still has to handle contracts, finances, marketing, and all the other non‑creative tasks. I like to think of Gamescom Dev as a one‑stop hub where developers can access production expertise, programming insights, creative guidance, design advice, and also learn the fundamentals of running a sustainable business. No matter how advanced the technology becomes, solid business acumen stays crucial." The event, originally known as Devcom, was rebranded to Gamescom Dev in August 2025, effectively extending the renowned Gamescom brand into a full‑week program.
Hammes explained that this alignment brings several practical advantages. "The case for bringing Dev closer to Gamescom is compelling," he said. "We now have a powerful partner behind us, which simplifies things for attendees who might be unfamiliar with the separate conferences.
Previously, there were two distinct events, two ticketing systems, and little synergy between them. Now everything is consolidated under a single ticket portal.
Participants can purchase one pass and enjoy the entire Gamescom business week—from Monday through Friday—while also hopping over to the main Gamescom exhibition whenever they wish." This year’s schedule features 390 speakers and 220 sessions spread across 17 stages. Hammes cautioned against treating the event as a numbers game.
"We shouldn't chase arbitrary attendance targets," he remarked. "It's always about balancing supply and demand. The market is becoming more specialized, and we want to reflect that nuance rather than simply inflating the program." One logistical challenge Hammes highlighted is the venue itself. The conference currently occupies the Confex Center at Koelnmesse, which, while adequate for now, offers limited capacity for future expansion.
"At present the show fits comfortably within the space we have, but there isn’t much room to grow further," he noted. "If the industry continues on its current trajectory—particularly with the democratization of game development and the rise of micro‑studios—we may eventually need a larger footprint or a location even closer to the main Gamescom site. The current plan is not to dramatically enlarge the event, but we remain open to relocating if demand outpaces the venue’s limits." Devcom was launched in 2017 to fill the void left by the departure of GDC Europe. While the San Francisco‑based Game Developers Conference (GDC) naturally competes for a similar audience, Hammes emphasized a collaborative rather than confrontational stance.
"We’re separate organizations, each with our own objectives," he explained. "Everyone wants to be profitable, but the atmosphere isn’t cut‑throat.
The industry functions like a global circus—people travel from one conference to another, sharing knowledge and networking. It’s not about crushing the competition; it’s about all of us thriving together. Our colleagues at GDC are currently facing challenges due to external factors, and we hope the situation improves for them. When one event does well, it lifts the whole ecosystem." A noteworthy addition to this year’s agenda is the introduction of Leadership Summits.
These one‑day gatherings provide senior executives with a private environment—no press, no microphones, no recordings—where they can speak candidly about the turbulent market conditions. "The goal isn’t just to listen; it’s to speak up and exchange ideas," Hammes said. "During the inaugural summit, we raised our hands to see how many leaders had delivered bad news in the past year—every hand went up.
When we asked who had heard bad news about their own company, the same result. The environment is undeniably tricky right now. We want to give leaders a safe space to be vulnerable, because at senior levels there’s often pressure to project confidence and stability, even when reality is more complex." 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 to cultivate. "How do we interpret that gap? Some might say we’re over‑hyping AI’s impact; others might argue we’re under‑preparing for it," Hammes reflected. "In my view, neither is entirely accurate.
When you ask what the most critical skill truly is, 27 % of respondents point to leadership. That tells us we recognize change is coming, but we’re not looking for a technological silver bullet. Instead, we need leaders who can guide teams through uncertainty, set strategic direction, and foster resilience." Overall, Hammes’s outlook underscores a dual narrative: the gaming industry is becoming increasingly fragmented, with small studios gaining prominence, while simultaneously demanding robust leadership and business expertise to navigate rapid technological shifts. Gamescom Dev aims to serve as the nexus where creative talent, technical know‑how, and entrepreneurial guidance converge, ensuring that both emerging developers and established veterans have the resources they need to succeed in an ever‑evolving market.