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Gamescom 2026, the world’s largest gaming event held in Cologne, Germany, kicks off on August 26. Gamescom has established itself as a premier international event where global game companies unveil new titles and industry professionals and gamers from around the world gather. This year’s event will once again feature numerous exhibitors, with hundreds of thousands of general visitors and business attendees expected to visit the Koelnmesse venue.
Compared to last year, Gamescom 2026 focuses on streamlining the event structure and expanding community programs. First, ‘Gamescom dev,’ a developer-focused conference, has been fully integrated into the main event to strengthen the connection between B2B and B2C sectors. Additionally, the ‘Gamescom Awesome Indies Show,’ co-produced with IGN, has expanded its spotlight on indie games. The event has also diversified participant-driven formats, such as hosting the ‘Gamescom GDQ’ speedrunning charity event offline for the first time in Europe and revamping subculture cosplay events.
Ahead of the opening, INVEN met with key organizers to discuss the newly introduced operational strategies and major changes. We spoke with Tim Endres, Director of Gamescom at Koelnmesse, and Felix Falk, Managing Director of the German Games Industry Association (game), to hear their thoughts on the business vision, global partnerships, and the Asian gaming market for Gamescom 2026.
(Left) Felix Falk, Managing Director of the German Games Industry Association / (Right) Tim Endres, Director of Gamescom at Koelnmesse ©Gamescom
Q. Gamescom has moved beyond the title of one of the world’s top three game shows to firmly establish itself as the ultimate hub for the global gaming community. What are the key goals or differentiators Gamescom is aiming for this year to solidify its position as an international hub?
Felix Falk = Gamescom has always been a place where the global gaming community comes together. Our record-breaking number of exhibitors, global diversity, and digital reach have supported this status. This year, we want to ensure that this ‘connectivity’ can be felt throughout Gamescom week. It begins with the close integration of ‘Gamescom dev,’ which opens the week for the developer community, and continues with formats that encompass all elements of gaming culture.
This year, we focused on providing more visibility and connection opportunities for our global partners. The evolution of the ‘Gamescom Awesome Indies Show,’ co-produced with IGN, is a prime example. We are also introducing ‘Gamescom GDQ,’ a community-driven charity event that both online and offline fans can participate in. Furthermore, the Event Arena will transform into a stage for various community highlights, such as the ‘Gamescom Cosplay Contest’ over four days, allowing visitors to feel the community bond throughout the venue.
Q. In last year’s interview, you emphasized the ‘evolution of Gamescom as a platform.’ I am curious about the new strategies you have prepared regarding viewing experiences or digital partnerships to connect the vibrant energy of the Cologne venue with viewers worldwide in real-time.
Tim Endres = The core of our platform strategy is to connect the energy of the Cologne venue to global audiences as directly as possible. The two examples Felix mentioned earlier illustrate this best.
First, we have invested heavily in the development of the ‘Gamescom Awesome Indies Show,’ produced by IGN and broadcast globally on August 27. This show will feature world-premiere trailers and gameplay footage, and we plan to focus more intensely on indie games exhibited at Gamescom through preview content and developer interviews.
Second, by hosting ‘Gamescom GDQ’—the world’s most active community-driven speedrun charity event—for the first time in Europe, we have created another window for global fans to participate in Gamescom via live streaming. These events, along with existing formats like ‘Gamescom Opening Night Live (ONL)’ and daily Gamescom studio content, reflect our goal of extending the festival’s heat beyond Cologne while keeping every digital moment closely linked to the on-site experience.
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Q. One of the most notable highlights this year is ‘Gamescom GDQ (Games Done Quick).’ What is the background behind planning this, and what message do you hope to convey to gaming culture through this collaboration?
Felix Falk = GDQ, the U.S.-based speedrun charity format, has partnered with Gamescom 2026 to hold its first event in Europe. The launch of ‘Gamescom GDQ’ is a very meaningful moment for the speedrun community and creates perfect synergy with us.
Speedrunning demonstrates how dedicated and tight-knit the gaming community is. People gather to share their passion, cheer for incredible skills, and raise funds for a good cause. Through the three-day program, we will witness the dedication and passion of those who want to change the world.
This is the powerful message we want to emphasize. Gaming culture is about more than just playing games; it is about ‘what a community can achieve together.’ Through this event, we not only elevate the offline speedrun experience and provide European fans with a unique opportunity to enjoy GDQ in person, but we also fulfill Gamescom’s role as a fundraising platform supporting the ‘Gaming for Democracy’ campaign. Our entire team is already very excited to host this special event at this year’s Gamescom.
©Games Done Quick
Q. The significant increase in investment for the ‘Gamescom Awesome Indies Show’ is also eye-catching. What changes have you made to the event structure or stage production to ensure indie titles can shine amidst the large AAA games? Also, is there a message you would like to convey to the global indie community?
Tim Endres = The indie area is one of the most exciting spaces for many visitors at Gamescom. Visitors actively seek out indie games, and we are seeing more and more indie titles receiving tremendous global attention. Participation from indie studios and publishers is also very high this year.
This is why we have expanded our investment in the ‘Gamescom Awesome Indies Show.’ In 2026, we will produce the show with IGN, featuring diverse preview content such as world-premiere trailers, gameplay reveals, and developer interviews, aiming to increase the visibility of indie games and help them reach a global audience.
Through this partnership and investment in the show, we aim to enhance both event quality and global buzz. This is our way of meeting the industry and player demand for indie games. Ultimately, we want to be one of the best platforms for people to discover newly developed indie games.
However, this show is only a part of the whole. Indie studios also benefit greatly from formats like the Indie Area, Gamescom biz, Steam events, and the Invest Circle. It is not just about being discovered by fans, but also a place to meet media, content creators, publishers, and investors.
I would like to send this message to indie developers: “Whether you are a small team, a solo developer, or preparing your next big hit, Gamescom will be the best stage for people to discover your game and build meaningful business relationships.”
Q. Asian pop culture fandom and cosplay fever are drawing attention as key elements of this year’s event. How are you sensing the change in status and expanding influence of Asian pop culture among Western gamers, and what programs are available for participants to experience this on-site?
Felix Falk = Asian pop culture fandom is a very important element of Gamescom. Gamescom is a place to celebrate everything connected to the gaming industry, not just upcoming AAA or indie games. Anime and manga are inseparable from our core themes. Countless game franchises like ‘Cyberpunk 2077,’ ‘Devil May Cry,’ and ‘NieR: Automata’ have been adapted into anime or manga, and conversely, anime franchises like ‘Naruto’ or ‘One Piece’ have been turned into games and possess huge fan bases.
If we overlook the relevance of Asian pop culture to the gaming industry, we cannot fully capture the overall theme of Gamescom. Therefore, we have prepared spaces throughout the venue this year where visitors can feel this Asian pop culture sensibility. We have prepared an ‘Asian Garden’ in an outdoor space decorated with cherry blossom trees, quizzes and music performances on the social stage, and various cosplay events, and we look forward to visitors enjoying this special content to the fullest.
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Q. In recent years, the participation of Asian game companies, including those from Korea, in B2C booths and their global achievements have been remarkable. From the organizer’s perspective, how do you evaluate Asian developers, their market potential, and their recent moves?
Tim Endres = We are also feeling a very strong growth trend in that area. Japanese companies like BANDAI NAMCO, CAPCOM, and SQUARE ENIX have always been at the heart of Gamescom. However, in recent years, game companies from other Asian countries, such as Korea and China, have been more actively utilizing Gamescom as a stage to reach global audiences.
For many studios and publishers, Gamescom is an excellent gateway to the global market. This is because they can showcase their games directly to gamers worldwide, get immediate feedback, meet media and content creators, and build business relationships with international partners. In particular, Korean game companies have recently become a very important pillar of the global game industry, and I am very pleased that this trend is being reflected at Gamescom.
Q. This year, ‘Gamescom dev’ has been fully integrated into Gamescom. By more closely connecting B2B and B2C sectors with developer networking, what kind of synergy did you intend to create across the industry?
Felix Falk = Gamescom has always been a combination of B2B and B2C. Incorporating ‘Gamescom dev’ into our Gamescom product family is to show more firmly that the developer community is a core pillar of Gamescom. Through this, we want to promote exchange, simplify networking, and expand opportunities for developers to communicate with the entire industry.
Gamescom dev has always been closely linked to Gamescom. Now, through its name, the connection between the two is much clearer. This shows that developer-centric issues are not separate from Gamescom but are essential elements. ‘Gamescom dev,’ which opens Gamescom week, will serve as a stronger bridge connecting developers, publishers, investors, media, content creators, and eventually fans on the show floor. With the new business ticket and the linkage with ‘Gamescom biz,’ it has also become much easier for B2B attendees to combine developer conferences with the various experiences of Gamescom.
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Q. With hundreds of thousands of general visitors flocking to the event, what were the most important aspects in terms of infrastructure and operations to successfully accommodate the integration of ‘Gamescom dev’?
Tim Endres = Our main challenge is to ensure that the entire event week runs smoothly. The close integration of ‘Gamescom dev’ means not just a name change, but shared processes, better access structures, and advanced digital tools.
For example, we have improved the system so that business attendees no longer need to go through separate registrations and can easily use everything within the ‘Gamescom biz app.’ Everything now happens under one roof, and with the new business ticket, it is much more convenient to plan and move throughout the entire Gamescom week.
In terms of operations, we focused on securing clear visitor flow, simplifying press coverage procedures for journalists, providing strong digital networking opportunities, and ensuring close coordination between all teams so that this entire process is seamlessly connected as one.
Q. How do you think the achievements and enthusiasm of Asian exhibitors shown at this year’s Gamescom will affect the future expansion of ‘Gamescom Asia x Thailand Game Show’ or the establishment of new partnerships with major East Asian gaming organizations like those in Korea?
Felix Falk = Over the past few years, we have successfully established additional Gamescom editions such as ‘Gamescom latam’ and ‘Gamescom Asia x Thailand Game Show.’ This broadens the gateway for companies to enter various markets while providing opportunities for Asian and South American fans who found it difficult to visit Cologne due to geographical and financial barriers to experience Gamescom.
We have already seen how these events create positive synergy with each other. By participating in both Cologne and Asian events, Asian companies can gain meaningful feedback from fans in various regions, build connected communities, and significantly increase brand awareness. Excellent performance at Gamescom in Cologne suggests that it can lead to successful entry into other regional editions.
Beyond gamer feedback, from a B2B perspective, the business relationships formed at Gamescom, Gamescom latam, and Gamescom Asia are very significant. I believe that through the synergy created by repeatedly connecting and communicating in multiple regions, we are helping companies grow substantially.
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Q. One of the hottest topics in the game industry recently is increasing work efficiency and productivity using AI technology. Compared to previous years, to what extent has the discussion related to the latest technology trends such as AI and cloud, and the participation of technology partners, expanded in the B2B area and conference sessions this year? Also, how does the German Games Industry Association view these trends?
Felix Falk = Many game companies are currently going through challenging times. This is because game production costs are skyrocketing while securing funding has become more difficult. Therefore, any innovation in the development process that makes production faster and more cost-effective is very welcome, and AI can play an important role here.
However, one thing must be made clear: no matter how advanced AI tools become, they are just ‘tools’ and can never replace the creativity of the people who make games. These are the very topics that will be covered very importantly at this year’s ‘Gamescom dev.
Q. Hundreds of thousands of visitors will visit the venue. If you could recommend just one key space or event that visitors should “absolutely not miss” at Gamescom 2026, what would it be.
Tim Endres = That is a very difficult question because Gamescom is a festival to discover diverse parts of gaming culture. (Laughs) Of course, the entertainment area, full of overwhelming booths, major new game announcements, and countless things to see, is always a major highlight. However, for 2026, what we would especially like to recommend is the newer and expanded community experience. We recommend checking out Gamescom GDQ, the social stage where the cosplay contest is held, and the indie area.
Check the program online in advance and make a rough plan for things you don’t want to miss, but also leave some free time to explore the venue, follow the energy of the community, and make amazing discoveries. Even if you cannot be there in person, please be sure to watch the numerous digital streams prepared by us and our partners. I am sure there are many surprises waiting for you.
Q. Lastly, could you say a word to the Korean gamers and industry professionals who will be receiving the vivid news of Gamescom 2026 through INVEN.
Felix Falk = To everyone in Korea watching Gamescom 2026 through INVEN, thank you sincerely for your deep interest in what is happening at Gamescom. Korea is one of the most exciting game markets in the world, and Korea’s games, studios, and community play an important role in the global industry. Your curiosity about upcoming news and your passion for video games are invaluable to us as event organizers.
Whether you come to Cologne in person or watch the broadcast online, we hope you will feel and enjoy the wonderful moments of Gamescom we have prepared together. And we sincerely look forward to the day when we can welcome you in person at the Gamescom venue in Germany or the ‘Gamescom Asia x Thailand Game Show’ in Thailand someday.
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This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom.
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