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 constitute the most promising segment of the gaming market. "You can achieve more with a lean team, yet business responsibilities remain essential," he explained to GamesIndustry.biz. "Even if your studio consists of just three developers, someone still has to handle the administrative and commercial side of things. I like to think of Gamescom Dev as a one‑stop hub where creators can access production expertise, programming insights, development best practices, creative direction, design advice, and also learn the fundamentals of running a business.

No matter how advanced the technology becomes, solid business acumen remains crucial." The event, formerly known as Devcom, was rebranded to Gamescom Dev in August 2025, a move Hammes says effectively stretches the Gamescom experience across an entire week. "Aligning more closely with Gamescom makes a lot of sense," he noted.

"We now have a powerful partner behind us, which brings many benefits. From a practical standpoint, it simplifies things for attendees who may not be familiar with the separate conferences. Previously there were two distinct ticketing systems, two sets of passes, and little integration.

Now everything is consolidated under a single ticketing platform. Visitors can purchase one ticket and enjoy both Gamescom Dev sessions and the main Gamescom exhibition from Monday through Friday." This edition of Gamescom Dev features an ambitious program: 390 speakers, 220 sessions, and 17 stages.

Hammes cautions, however, that success should not be measured purely by numbers. "It's not a numbers game.

We aren't chasing arbitrary attendance targets. The market is naturally balancing supply and demand, and we see a trend toward greater specialization," he said. One logistical constraint is the venue itself. The conference currently occupies the Confex Center at Koelnmesse, which limits the possibility for large‑scale expansion.

"We are fitting comfortably within the existing space, but there is only so much room to grow," Hammes explained. He added that if the industry continues on its current trajectory, the event may eventually need to relocate closer to the main Gamescom grounds to accommodate a broader audience.

"Our current plan is not to dramatically increase the size of the event, because that would require a more substantial physical integration with Gamescom—a scenario we are open to exploring if demand warrants it. If the democratization of game development continues, we’ll need more capacity to serve everyone." Gamescom Dev traces its origins to 2017, filling the void left when GDC Europe ceased operations. While the San Francisco‑based Game Developers Conference (GDC) targets a similar demographic and covers comparable topics, Hammes does not view it as a direct competitor. "There is a strong sense of community behind the scenes," he said.

"We’re separate organizations, each trying to make a profit, but the atmosphere isn’t cut‑throat. The industry is like a global circus—people travel from one conference to another, sharing knowledge rather than trying to eliminate each other. When all conferences thrive, the whole sector benefits." He also expressed empathy for GDC’s recent challenges, noting that external factors have created a difficult operating environment for the event.

"I hope the situation improves for them and that everyone in the industry can move forward positively," Hammes added. A notable new feature on the Gamescom Dev agenda is the series of Leadership Summits. These one‑day gatherings bring together senior executives in a press‑free, microphone‑free, and recording‑free setting. Hammes emphasizes the importance of providing a confidential space for industry leaders to discuss the current turbulence in the market.

"It’s less about listening and more about speaking up and exchanging ideas," he said. "When we launched the summits, we asked participants to raise their hands if they had delivered bad news that year—every hand went up. We also asked who had received bad news about their own company, and again every hand stayed raised.

The environment is undeniably tough right now. Leaders often feel pressure to project confidence and stability, so we wanted a safe room where they could be honest about the challenges they face." The speaker survey also revealed a split opinion on artificial intelligence.

While 47 % of presenters 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. Hammes interprets this gap as a sign that technical expertise alone won’t steer the sector through upcoming changes. "Some might argue we’re over‑estimating AI’s impact or under‑preparing for it," he observed.

"In reality, the most critical skill highlighted by the survey is leadership—27 % of respondents named it as the most important. This suggests that we recognize change is coming, but we’re not looking for a technological silver bullet. We need leaders who can guide teams through uncertainty and help them adapt." Overall, Hammes’s outlook positions Gamescom Dev as a catalyst for smaller studios seeking both creative and commercial guidance, while also fostering a collaborative environment for industry veterans to navigate the evolving landscape together.