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 market segment belongs to smaller development studios. In his conversation with GamesIndustry.biz, Hammes explains that while a compact team can punch above its weight in terms of creative output, the necessity of handling business affairs does not disappear.
"You can achieve more with a lean team, yet business responsibilities remain essential," he says. "Even if you’re a three‑person studio, someone still has to manage contracts, finances, and marketing.
I like to think of Gamescom Dev as a one‑stop hub where you can gather production know‑how, programming expertise, creative direction, design insights, and also learn the fundamentals of running a sustainable business. Despite all the technical advancements, solid business acumen is still crucial." The event, originally known as Devcom until its rebranding in August 2025, now operates under the Gamescom Dev banner, effectively extending the larger Gamescom experience into a full week of focused development activities.
Hammes believes that aligning the two events creates a stronger, more coherent offering for attendees. "There are compelling reasons to bring Gamescom Dev closer to Gamescom," he notes. "We now have a powerful partner in Gamescom, which brings many practical benefits.
For instance, the ticketing process is streamlined: previously there were separate conferences, separate ticket types, and separate purchasing platforms, which caused confusion. Now everything is sold through a single shop, and participants can move freely between the development sessions and the main Gamescom exhibition from Monday through Friday." This year’s programme is ambitious, featuring 390 speakers and 220 individual sessions spread across 17 stages. Yet Hammes cautions against treating the event as a mere numbers game. "We shouldn’t focus on hitting arbitrary targets for speaker counts or session totals," he asserts.
"The real driver is supply and demand. The market is becoming more specialized, and we want to reflect that specialization rather than simply expanding for its own sake." A practical limitation for further expansion is the venue itself. Gamescom Dev is currently housed in the Confex Center at Koelnmesse, a space that accommodates the event but leaves little room for significant growth.
"At the moment we’re fitting comfortably within the existing footprint, but there isn’t much headroom for a major scale‑up," Hammes admits. "If the industry continues on its current trajectory, we may need to consider moving closer to the main Gamescom site or finding a larger venue.
The democratization of game development—more indie and micro‑studios entering the field—could eventually demand more space to serve everyone effectively." The origins of the conference trace back to 2017, when Devcom 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.
Instead, he emphasizes a collaborative spirit within the global development community. "We’re separate organizations, each with our own goals and revenue models, but the atmosphere behind the scenes feels very communal," he explains. "The industry isn’t a cut‑throat arena; it’s more like a global circus where people travel from one conference to another, sharing knowledge and building relationships. When one event faces challenges—like GDC’s current logistical issues—it’s not a zero‑sum game.
If everyone succeeds, the whole ecosystem benefits." A notable new feature for this edition is the introduction of Leadership Summits. These one‑day, invitation‑only gatherings give senior executives a private forum—free from press, microphones, and recordings—to discuss the turbulent market conditions facing the gaming sector. "The purpose isn’t just to listen; it’s to speak openly and exchange ideas," Hammes says. "During the inaugural summit, we raised our hands to the question of how many leaders had delivered bad news in the past year—every hand went up.
When we asked how many had received bad news about their own companies, the hands stayed raised. It’s a challenging environment right now, and we wanted to create a safe space where leaders can be candid, rather than feeling the need to project perpetual confidence." The speaker survey also revealed a split opinion on the role of artificial intelligence in the industry’s future.
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 developers need to acquire. "That discrepancy raises an interesting question," Hammes reflects. "Are we over‑estimating AI’s impact, or are we under‑preparing for it?
My view is that neither is entirely correct. When you ask what skill truly matters most, 27 % of respondents point to leadership.
In other words, we recognize that change is coming, but we don’t expect technology alone to solve our problems. We need leaders who can guide teams through uncertainty, make strategic decisions, and foster resilience." In summary, Hammes sees Gamescom Dev as a critical platform for empowering small studios, providing business education, and fostering a collaborative, forward‑looking community. The event’s evolution—both in branding and in logistical integration with Gamescom—aims to simplify participation and broaden its impact, while remaining mindful of venue constraints and the need for quality over sheer quantity.
As the industry continues to democratize and AI reshapes development pipelines, the emphasis on strong, adaptable leadership will likely remain the cornerstone of success for studios of all sizes.