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 today’s most promising opportunity in the gaming sector lies with smaller development studios. In his conversation with GamesIndustry.biz, Hammes emphasizes that even a tiny team can produce impressive results, but the need to manage the business side of the operation never disappears. "You can achieve more with a lean team, yet business responsibilities remain essential," he explains. "If your studio consists of just three people, someone still has to handle contracts, budgeting, marketing, and all the other administrative duties.
I like to think of Gamescom Dev as a one‑stop hub where creators can access production expertise, coding insights, creative direction, design guidance, and also learn the fundamentals of running a sustainable business. No matter how advanced the technology gets, solid business acumen remains crucial." The event, formerly known as Devcom, was rebranded as Gamescom Dev in August 2025, effectively extending the reach of the flagship Gamescom exhibition into a full‑week programme. Hammes believes that aligning the two events offers significant strategic benefits.
"The case for bringing Gamescom Dev closer to the main Gamescom schedule is compelling," he says. "We now have a powerful partner behind us, which brings a host of practical advantages. For attendees, the experience is simpler: previously there were two separate conferences, two ticketing systems, and little cohesion between them. Now everything is consolidated under a single ticketing portal.
Visitors can purchase a pass and attend the Gamescom Dev sessions from Monday through Friday, then seamlessly transition to the broader Gamescom exhibition later in the week." This year’s programme features an impressive roster of 390 speakers delivering 220 sessions across 17 stages. Yet Hammes cautions against viewing the event as a numbers game.
"Success isn’t measured purely by the quantity of talks or attendees," he notes. "It’s about matching supply with demand and delivering specialised content that resonates with the audience. The industry is becoming more niche, and we aim to reflect that in our programming." Despite the growth, the venue – the Confex Center at Koelnmesse – imposes physical limits. Hammes acknowledges that the current space accommodates the event, but there is "limited room to expand".
Should the gaming sector continue its rapid expansion, the organisers may need to consider moving closer to the main Gamescom site or finding a larger facility. "We aren’t planning a massive scale‑up right now because that would require a more complex logistical shift, possibly relocating nearer to Gamescom," he says. "If the trend toward smaller, more democratized studios continues, we’ll need additional capacity to serve a broader community." Gamescom Dev traces its origins back to 2017, when it was launched to fill the void left by the departure of GDC Europe.
While the San‑Francisco‑based Game Developers Conference (GDC) targets a similar audience, Hammes stresses that the two events coexist rather than compete. "Both conferences are run by different organisations, and while everyone aims to generate revenue, the atmosphere isn’t cut‑throat," he remarks.
"The industry is like a global circus – in a positive sense – where professionals travel from one event to another. It’s not about eliminating rivals; it’s about all of us thriving together.
Currently, GDC faces some challenges due to external circumstances, and we hope those issues improve soon. When all conferences succeed, the whole ecosystem benefits." A notable new feature of Gamescom Dev this year is the introduction of Leadership Summits. These one‑day gatherings provide senior industry figures with a private environment—no press, no microphones, no recordings—to discuss the turbulent market conditions.
"The purpose isn’t just to listen; it’s to speak openly and exchange ideas," Hammes explains. "During the inaugural summit, we asked participants to raise their hands if they had delivered bad news within the past year—every hand went up. When we asked who had received bad news, the same result occurred. It’s a challenging climate, and leaders often feel pressure to project confidence.
By offering a safe space, we enable them to be candid about difficulties and explore solutions together." The speaker survey also reveals a split view 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 for professionals to acquire. "That discrepancy is telling," Hammes observes.
"It could mean we’re either over‑estimating AI’s impact or under‑preparing for it. In reality, the survey shows that 27 % of respondents rank leadership as the most critical skill.
This suggests that industry players recognise change is inevitable, but they don’t expect technology alone to guide them. They’re looking for leaders who can chart a course through uncertainty and help teams adapt." In summary, Hammes paints a picture of an industry in transition: smaller studios are gaining prominence, the convergence of Gamescom Dev with the main Gamescom event is streamlining the experience for attendees, and leadership development is emerging as a priority amid rapid technological change. As the event continues to evolve within the constraints of its current venue, the focus remains on providing a comprehensive platform where creators can learn, network, and grow—both creatively and commercially.