Frederik Hammes, who stepped into the role of managing director of Gamescom Dev after Stephan Reichart earlier this year, points to the findings of the Gamescom Dev speaker survey as evidence that independent, smaller development houses now represent the most promising segment of the games market. "You can achieve more with a lean team, yet business responsibilities remain essential," he told GamesIndustry.biz.
"Even if you’re a three‑person studio, someone still has to handle contracts, finances, marketing and all the other non‑creative tasks. I like to think of Gamescom Dev as a one‑stop shop where creators can absorb production know‑how, coding techniques, artistic direction, design theory, and also pick up the fundamentals of running a sustainable business. No matter how advanced the technology gets, the commercial side stays critical." The event, which was renamed from Devcom to Gamescom Dev in August 2025, now effectively stretches the traditional Gamescom schedule into a full week of industry activity.
Hammes explained that aligning the two conferences under a single brand creates a stronger, more cohesive experience for attendees. "We now have a powerful partner in Gamescom, which brings a host of practical benefits. Previously there were two separate conferences, two ticketing systems and little synergy between them. Today there is a single ticket portal, a unified programme and the ability for visitors to move seamlessly between the Gamescom Dev sessions and the main Gamescom exhibition from Monday through Friday.
It simplifies planning and makes the whole week feel like one continuous business festival." This year’s programme is ambitious, featuring 390 speakers and 220 sessions spread across 17 stages. Yet Hammes cautions that success should not be measured merely by headcount.
"It’s not a numbers game. We’re not chasing arbitrary targets; we’re responding to genuine supply and demand.
The market is becoming more specialised, and we want to curate content that reflects that shift rather than simply filling rooms for the sake of statistics." One logistical challenge Hammes acknowledges is the capacity of the current venue, the Confex Center at Koelnmesse. While the space comfortably accommodates the present scale of Gamescom Dev, there is “limited room to grow.” He suggests that if the industry’s trajectory continues upward, the event may eventually need to relocate closer to the main Gamescom site or expand into a larger facility. "We’re not planning a massive expansion right now because that would entail a more complex move, possibly nearer to Gamescom.
If the democratization of game development keeps accelerating—if small studios keep proliferating—we’ll eventually need more floor space to serve everyone effectively," he said. Gamescom Dev traces its origins 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.
"There’s a strong sense of community behind the scenes," he noted. "We’re separate organisations, each trying to make a profit, but the atmosphere isn’t cut‑throat. The industry is a global circus in the best sense—people travel from one conference to the next, sharing ideas and building relationships.
If one event thrives, it lifts the whole ecosystem. Right now GDC is dealing with some venue‑related challenges that are beyond their control, and I hope those issues resolve quickly.
Ultimately, we all want the industry to succeed together." A fresh feature on this year’s agenda is the series of Leadership Summits. These one‑day gatherings give senior executives a private forum—without press, microphones or recordings—to discuss the turbulent market conditions openly. Hammes stresses the importance of such “safe spaces” for candid conversation.
"It’s less about listening and more about speaking up and exchanging perspectives," he explained. "When we opened the first summit, every participant raised their hand to admit they had delivered bad news that year, and the same hands stayed raised when asked if they had heard bad news about their own companies.
The environment is undeniably tricky right now, and leaders often feel pressure to project confidence. Providing a room where they can be vulnerable helps them navigate uncertainty more effectively." 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 developers need to acquire. Hammes interprets this discrepancy as a signal that technical expertise alone won’t drive success.
"You could argue we’re over‑estimating AI’s impact or under‑preparing for it, but the data suggests a different conclusion. The most frequently cited essential skill—at 27 %—is leadership.
That tells us the industry recognises change is coming, but we’re not looking for a technological silver bullet. We’re looking for leaders who can guide teams through disruption, make strategic decisions and foster resilience. In other words, people, not just tools, will shape the future of gaming." Overall, Hammes’s outlook underscores a shift toward agility, community, and strong leadership within the gaming sector.
Smaller studios, empowered by accessible development tools and collaborative ecosystems like Gamescom Dev, are poised to drive innovation. At the same time, the event’s evolution—integrating more closely with Gamescom, expanding its educational offerings, and creating confidential leadership forums—reflects a broader industry commitment to supporting both creative and commercial excellence. As the market continues to evolve, the balance between technological advancement and human‑centred leadership will likely determine which studios thrive in the years ahead.