Frederik Hammes, who succeeded Stephan Reichart as the managing director of Gamescom Dev earlier this year, points to the latest Gamescom Dev speaker survey as evidence that independent and smaller development studios now constitute the most promising segment of the gaming market. In his interview with GamesIndustry.biz, Hammes explains that while a compact team can punch above its weight in terms of creative output, the need to manage the business side of operations never disappears. "Even if you’re a three‑person studio, someone still has to handle contracts, finances, and marketing," he says.
"Gamescom Dev aims to be a one‑stop hub where developers can access production expertise, programming know‑how, creative guidance, design insights, and also learn the fundamentals of running a sustainable business. No matter how advanced the technology becomes, solid business acumen remains 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 of industry‑focused programming. Hammes believes that aligning the two events creates a stronger, more coherent experience for attendees.
"We now have a powerful partner in Gamescom itself, which brings several practical benefits," he notes. "Previously there were two separate conferences, two ticketing systems, and little synergy between them. Today everything is unified under a single ticketing platform, allowing participants to purchase one pass and attend both the business‑focused sessions from Monday to Friday and the broader Gamescom exhibition afterward.
This simplification makes the event more approachable for newcomers and maximises cross‑pollination between the creative and commercial sides of the industry." This year’s programme features an impressive lineup: 390 speakers delivering 220 sessions across 17 stages. Hammes cautions, however, that success should not be measured solely by numbers. "It’s not a race to hit a specific attendance figure," he asserts.
"The market is becoming more specialised, and the right balance of supply and demand is what matters. Our goal is to provide depth and relevance rather than sheer scale." A practical limitation for the event is the physical capacity of its venue, the Confex Center at Koelnmesse.
While the current layout accommodates the existing schedule, Hammes acknowledges that space constraints could hinder future expansion. "If the industry continues its rapid growth, we may need to consider moving closer to the main Gamescom site or finding a larger venue," he says. "At this stage we are not planning a massive enlargement, but we are keeping an eye on how the democratization of game development—driven by smaller studios—might demand more room for networking, workshops, and showcases." 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 stresses that the two events coexist rather than compete.
"There’s a genuine sense of community behind the scenes," he explains. "Both conferences aim to generate revenue, but the atmosphere isn’t cut‑throat. The industry is like a global circus—people travel from one event to another, sharing knowledge and building relationships.
If one conference faces challenges, it doesn’t spell doom for the other; it simply reflects broader market conditions. We hope GDC’s current difficulties, largely due to external factors, improve soon, because a healthy ecosystem benefits everyone." A notable new feature at Gamescom Dev is the series of Leadership Summits. These one‑day, invitation‑only gatherings give senior executives a private environment—free from press, microphones, and recordings—to discuss the turbulent state of the market.
Hammes emphasizes the importance of such safe spaces. "It’s less about listening and more about speaking openly," he says. "When we opened the first summit, every participant raised their hand to admit they had delivered bad news that year. The same hands stayed raised when asked if they had heard negative news about their own companies.
The current climate is undeniably challenging, and leaders often feel pressured to project confidence. By providing a confidential forum, we encourage honest dialogue about setbacks, strategies, and the emotional toll of steering a studio through uncertainty." The speaker survey also revealed 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 developers need to acquire.
Hammes interprets this discrepancy as a sign that technical expertise alone won’t drive success. "It’s not that we’re over‑estimating AI’s impact or under‑preparing for it," he explains.
"The data shows that 27 % of respondents identified leadership as the most critical skill. In other words, industry professionals recognise that change is inevitable, but they don’t expect technology to solve every problem. They’re looking for leaders who can guide teams through disruption, make strategic decisions, and foster resilience." In summary, Gamescom Dev under Hammes’ direction is positioning itself as a comprehensive resource for both creative and business aspects of game development, especially for the burgeoning community of small studios. By merging with Gamescom, streamlining ticketing, introducing leadership‑focused events, and acknowledging the nuanced role of AI, the conference aims to nurture a collaborative, forward‑looking industry culture.
As the sector continues to evolve, the emphasis on strong leadership, adaptable business models, and inclusive networking spaces will likely remain at the heart of Gamescom Dev’s mission.