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 in the gaming market. "You can achieve more with a lean team, yet business responsibilities remain essential," he explains to GamesIndustry.biz. "Even if you’re a three‑person outfit, someone still has to handle the commercial side.
I like to think of Gamescom Dev as a one‑stop hub where developers can access production expertise, programming know‑how, creative input, design guidance, and also learn how to run a sustainable business. No matter how advanced the technology becomes, solid business fundamentals are still crucial." The event, which was renamed from Devcom to Gamescom Dev in August 2025, now effectively extends the main Gamescom festival into a full‑week programme. Hammes believes this alignment brings clear advantages. "The case for integrating more closely with Gamescom is compelling," he says.
"We now have a powerful partner behind us, which simplifies things for attendees. Previously there were two separate conferences, two ticketing systems, and little connection between them. Now there’s a single ticket portal that gives you access to everything—from the Monday‑through‑Friday Gamescom business week to the dedicated Gamescom Dev sessions." This year’s schedule is impressive, featuring 390 speakers and 220 sessions spread across 17 stages.
Yet Hammes cautions against treating the event as a pure numbers game. "It isn’t about hitting a specific quota of speakers or sessions," he notes. "It’s about matching supply with demand and recognizing that the market is becoming increasingly specialised." A practical limitation for the event is its current venue, the Confex Center at Koelnmesse.
While the space comfortably accommodates the present programme, Hammes acknowledges that “there’s limited room to grow.” Should the industry continue its rapid expansion, the organisers may need to consider a larger venue or a tighter physical integration with the main Gamescom exhibition. "We’re not planning a massive expansion right now because that would require a more substantial move closer to Gamescom, which is an option we’re keeping open," he says. "If the democratisation of game development continues—if more small studios emerge—we’ll need additional capacity to serve everyone." 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 and covers comparable topics, Hammes does not view it as a direct competitor. "There’s a strong sense of community behind the scenes," he remarks.
"We’re separate organisations, 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 one event faces challenges, like the current difficulties GDC is experiencing due to external conditions, we all hope for a swift recovery because the health of one conference reflects the health of the whole sector." A notable new feature on the Gamescom Dev agenda is the series of Leadership Summits. These one‑day gatherings provide top‑level executives a private setting—no press, no microphones, no recordings—to discuss the turbulent state of the market. Hammes stresses the importance of such a “safe space.” "It’s less about listening and more about speaking up and exchanging ideas," he explains. "When we opened the summit, every participant raised their hand to indicate they had delivered bad news that year, and the same hands stayed up when asked if they’d heard bad news about their own company.
It’s a tough environment right now, and leaders often feel pressure to project confidence. These summits let them be candid, share challenges, and seek collective solutions." 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.
Hammes interprets this disparity thoughtfully. "You might think we’re either over‑estimating AI’s impact or under‑preparing for it," he says. "In reality, the most critical skill, according to 27 % of respondents, is leadership. That tells us we recognise change is coming, but we don’t expect technology alone to rescue us.
We need leaders who can guide teams through uncertainty, make strategic decisions, and foster adaptability." Overall, Hammes paints a picture of an industry in transition—one where small, agile studios are poised to drive innovation, where business acumen remains as vital as technical prowess, and where collaborative spaces like Gamescom Dev can nurture both creative talent and executive insight. As the event continues to evolve, its success will likely hinge on balancing growth ambitions with the practical constraints of venue capacity, while maintaining the inclusive, community‑focused spirit that distinguishes it from larger, more commercial gatherings.