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 significant growth prospect within the broader games industry. "You can achieve more with a lean team, yet the business side remains essential," Hammes explains to GamesIndustry.biz. "Even if your studio consists of just three people, someone still has to handle contracts, finances, marketing and all the other administrative duties.

I like to think of Gamescom Dev as a one‑stop hub where creators can access everything they need – from production techniques and coding expertise to creative direction and design insights – and also pick up practical knowledge about running a business. No matter how advanced the technology gets, solid business fundamentals are still crucial." The event, originally known as Devcom, was rebranded to Gamescom Dev in August 2025, effectively extending the reach of the flagship Gamescom festival into a full‑week program. Hammes believes this integration brings clear advantages.

"The case for aligning more closely with Gamescom is compelling," he says. "We now have a powerful, well‑established partner, and that opens up many benefits. From a practical standpoint, it simplifies things for attendees who may 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. If you purchase a pass, you gain access to the entire Gamescom business week, Monday through Friday, and you can also wander over to the main Gamescom exhibition whenever you wish." This year’s program features 390 speakers and 220 sessions spread across 17 stages.

Hammes cautions, however, that success should not be measured purely by numbers. "It shouldn't be a numbers game," he remarks.

"We don't need to hit arbitrary targets for speaker counts or session totals. It's really about matching supply with demand. We're seeing the market become more specialised, and that shapes how we curate the agenda." One limitation Hammes acknowledges is the physical capacity of the venue – the Confex Center at Koelnmesse.

While the current layout accommodates the event, there is "limited room to grow" within those walls. Should the industry continue its rapid expansion, the conference may need to consider moving even closer to the main Gamescom site or finding a larger space. "At present we’re not planning a massive expansion because that would entail a bigger logistical challenge, possibly relocating nearer to Gamescom, which is an option we’re keeping open," he explains. "If the democratization of game development continues – with more small studios emerging – we’ll eventually need more room to serve everyone effectively." Gamescom Dev traces its origins back to 2017, when it was launched to fill the void left by the departure of GDC Europe.

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 separate organisations, each with our own goals," he says. "Everyone wants to generate revenue, but the environment isn’t as cut‑throat as some might think.

The industry functions like a global circus in a positive sense – people travel from one conference to another, sharing ideas and building networks. It isn’t about eliminating other events to become the sole platform; it’s about all of us thriving together.

At the moment, GDC is facing some challenges due to external conditions, and I hope those improve soon. When all conferences succeed, the whole sector benefits." A fresh addition to the Gamescom Dev agenda is the series of Leadership Summits. These one‑day gatherings provide senior executives a private setting – no press, no microphones, no recordings – to discuss the volatile state of the market.

"It’s less about listening and more about speaking up and exchanging perspectives," Hammes notes. "I was present when the format was launched. We raised our hands to see how many attendees had delivered bad news in the past year, and every hand went up. When we asked who had received bad news themselves, the same result.

The climate is undeniably tricky right now. Leaders need a safe environment to be candid, because at senior levels there’s often pressure to project confidence and stability, which can stifle honest conversation." The speaker survey also reveals 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 reconcile that? One could argue we over‑estimate AI’s impact or under‑prepare for it," Hammes reflects.

"My conclusion is that neither is entirely accurate. When you ask what skill truly matters most, 27 % point to leadership. In other words, we recognise change is coming, but we’re not looking for a technological silver bullet. We need leaders who can guide teams through uncertainty, set strategic direction and foster adaptability." Overall, Hammes paints a picture of an industry at a crossroads: small studios are emerging as the engine of innovation, the conference ecosystem is becoming more integrated, and the need for strong leadership is outweighing pure technical expertise.

As Gamescom Dev continues to evolve, its focus remains on providing a comprehensive platform where creators can learn, network, and grow, regardless of the size of their team or the challenges ahead.