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New Events for Gamers Trailer

More conferences, conventions, and other industry related events are being added to Events for Gamers’ calendar every day for 2023! Check out the calendar’s current listings and let us know if you are attending an event we should add.

We also will be increasing our stories throughout next year, covering all the main events with interviews and other exciting updates from your favorite events. The trend in 2020 and 2021 of more Online and Hybrid events will also continue to be tracked in our monthly event updates. In 2020, there was a surge of Online events due to the pandemic and necessity in continuing conversations about game development. Then in 2021 and through most of 2022 the industry saw the benefits of Online and Hybrid events.

We at Events for Gamers expect 2023 to continue the trend that began in late 2021 but focusing this time on more Hybrid events than Online ones. Onsite events will dominate as they did in 2022, but we expect to see more of them support some form of Hybrid offerings to those who cannot directly attend.

Be sure to follow us on Twitter, Facebook, LinkedIn, YouTube, Discord, and now Mastodon for the latest social updates and event news. If you have an event to share for our calendar, please let us know! Any support you can provide is appreciated.

What events in 2023 will be winners? Let’s find out together. See you next year as we join you at these industry’s events!

Games for Change Comes to London as Part of New Partnership with London Games Festival

First-Ever London Edition of the “Sundance of Video Games” Debuts in April 2026

London, UK – 5th February 2026 – Games for Change (G4C) will arrive in London for the first time as part of London Games Festival 2026, marking the organisation’s first event in the UK. The Games for Change London Summit, curated by George E. Osborn, Editor of Video Games Industry Memo and author of forthcoming non-fiction book Power Play, will take place on Wednesday 15 April, 9am-5pm at Leonardo Royal Hotel London Tower Bridge, as part of the London Games Festival programme running from 13-19 April 2026.

Recognised by media as the “Sundance of Video Games”, Games for Change has spent more than 20 years empowering game creators, students, educators, and social innovators to drive real-world impact through games and immersive media. With an expanding network of international chapters and partnerships spanning six continents, and the continued success of its flagship Games for Change Festival in New York City, the organisation is hosting its first summit in London to bring its world-changing impact to the United Kingdom for the first time.

Delivered in partnership with London Games Festival, the Games for Change London Summit will bring together games industry professionals, researchers, educators, innovators, and policy-makers for a day of inspiring talks, panels, and roundtables about using the power of games to inspire positive social change.

The event’s agenda is being curated with the support of a dedicated Games for Change London advisory board. Each member has been selected for their long-term support for the Games for Change movement.

  • Jude Ower MBE, Chief Strategy Officer, Planet Play
  • James Delaney, Founder and Managing Director, Blockworks
  • Sarah Ticho, Director, Hatsumi & Joint Managing Director, XR Health Alliance
  • Phil Stuart, Founder / Executive Creative Director, PRELOADED
  • Deborah Mensah-Bonsu, Social Impact, Supercell

Michael French MBE, Head of Games London and Director of London Games Festival, said: “Games for Change has created a truly global community championing the social impact of games. Bringing the Games for Change Summit to London is a landmark moment for London Games Festival, reflecting the UK’s status as a centre for creativity, innovation, and game development. We’re proud to host its first UK edition.”

Susanna Pollack, President of Games for Change, said: “London Games Festival provides the perfect platform for our UK debut. This partnership allows us to connect our global community with London’s uniquely diverse talent and ideas, as well as voices from across the UK and Europe, to build meaningful new partnerships around games for impact.”

Speaker submissions for the Games for Change London Summit are now open, inviting individuals and organisations working at the intersection of games and social impact to put forward proposals. Submissions close on 26th February, with full details and the application link available here.

Partnership opportunities are also available for organisations interested in supporting the Summit.

Tickets are on sale now via the official Summit website, where full details and updates on the programme, advisory board, speakers, and agenda will also be published: www.games.london/G4Clondon

The Summit will sit alongside London Games Festival’s wider celebration of video games and entertainment in April, attracting global audiences, speakers, and media to the capital. Further details on the Games for Change London Summit will be announced in the coming months.

Esports World Cup Foundation Launches Road to EWC Program, Confirming Global Qualification Season for the Esports World Cup 2026

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Riyadh, Saudi Arabia (February 5th, 2026): The Esports World Cup Foundation (EWCF) today launched the global Road to EWC qualification program for the Esports World Cup 2026.

Featuring more than 230 tournaments across every major esports region and competition level, Road to EWC 2026 connects publisher-led leagues, elite international events, and endemic qualifiers into a single season-long pathway, culminating at the Esports World Cup 2026 (EWC) in Riyadh, Saudi Arabia, from July 6 through to August 23, 2026.

By unifying qualifications across multiple games and publisher ecosystems within one global calendar, Road to EWC creates clear opportunities for players and Clubs, from grassroots to pros, to compete on the world’s biggest esports stage, while providing fans a transparent, year-round calendar to follow. The structure is designed to support competitive integrity, long-term investment, and the sustainable growth of the global esports industry.

“Road to EWC brings together the journeys that shape competitive esports,” said Faisal Bin Homran, Chief Product Officer of the Esports World Cup Foundation. “By creating a defined qualification season, it gives the whole industry the confidence to plan; players can focus on performance, Clubs can commit resources earlier, publishers can align their ecosystems, and fans know when and where the biggest moments will happen. If we keep building together, we will grow the sport in a way that is sustainable, inclusive and truly global.”

The Road to EWC is integrated into the global esports ecosystem, utilizing official leagues and premier tournaments as qualification pathways to EWC 2026.  This includes events and ecosystems such as Apex Legends Global Series, Capcom Cup, the Chess.com Global Championship, Combo Breaker, CROSSFIRE Pro League, EA Sports FC Pro, EVO, Free Fire World Series,  Fortnite Reload Elite Series, King Pro League (Honor of Kings), Mobile Legends: Bang Bang Professional League, Mobile Legends: Bang Bang MWI 2026, Overwatch Champions Series, PUBG Global Series, PUBG MOBILE Global Open, Rocket League Championship Series, the SNK World Championship (Fatal Fury), TEKKEN World Tour Finals, and the official esports circuits for Call of Duty, League of Legends, Fortnite, Tom Clancy’s Rainbow Six Siege, Trackmania, and VALORANT.

Open online qualifiers and community competitions will run across Call of Duty: Warzone, Dota 2, Teamfight Tactics, and Chess, providing accessible routes to qualification for grassroots players that want to compete alongside the best of the best from official circuits.

All qualifying competitions create a unified Esports World Cup calendar, allowing fans to follow progression from regional events through to the final stage in Riyadh. Throughout the season, the Road to EWC multi-channel marketing campaign will deliver match highlights, pro player interviews and feature stories, live streams and VODs, alongside on-site coverage from influencers and creators attending priority events across multiple titles.

In 2025, more than 2,500 players qualified through the Road to EWC, representing over 100 countries and more than 200 Clubs. A 15-year-old Free Fire prodigy in Rasyah “Rasyah” Rasyid became the youngest winner in EWC history. Greats like EA FC champion Manuel “ManuBachoore” Bachoore and Street Fighter legend Zeng “Xiao Hai” Zhuojun cemented their legacies in gold. Team Falcons secured their second Club Championship in close fashion thanks to an unlikely team of heroes; their Overwatch 2 roster, who qualified through the Last Chance Qualifier and claimed the OWCS Midseason Championship. New stories will be written in 2026.

A dedicated Road to EWC hub on esportsworldcup.com will feature all qualification events, including dates, locations, formats, and viewing options, with opportunities for fans to follow their teams and players across the season.

The first wave of tickets for the Esports World Cup 2026 (EWC) is now live at esportsworldcup.com and through international ticketing partners Tixr (US and EU), Webook (Middle East and Saudi Arabia), Platinumlist (Middle East and India), and Damai (China), alongside special travel packages from Saudia Holidays available to first purchasers.

To learn more about EWC, visit esportsworldcup.com and follow Esports World Cup Foundation on LinkedIn.

Early Bird Registration Now Open for 2026 Games for Change Festival

The 23rd Annual Festival Takes Place July 21-22 at The Glasshouse (NYC)
Early Bird Tickets Available Until March 31

NEW YORK, February 3, 2026 – Today, Games for Change (G4C), the largest nonprofit championing games and immersive media for social impact, announced early bird tickets are now available for its 23rd annual Festival, taking place July 21-22, 2026, at The Glasshouse in New York City. The Festival will convene global game industry leaders, developers, educators, and social innovators under the theme “Reimagining Play.”

“For over 20 years, Games for Change has been reimagining what play can accomplish, and this year’s Festival reflects that evolution,” said G4C President Susanna Pollack. “As the games industry evolves, we are reimagining how we come together to explore the future of play. Our programming meets the global community where they are today, from the Playtesting Lab to expanded workshops, creating space to examine where the medium is headed and how it reflects the world we live in and aim to shape.”

The Festival will feature programming across three primary tracks: Games & Learning, Civics & Social Issues, and Health & Wellbeing, with immersive media integrated throughout. The annual Games for Change Awards, recognizing the year’s most impactful games and immersive experiences, will take place during the Festival. Speaker and award nomination submissions have been extended and are now open until February 16.

Early bird tickets are available until March 31, 2026, with discounts offered for nonprofits, educators, and students. Visit festival.gamesforchange.org for more information and to register.

About Games for Change
Since 2004, Games for Change (G4C) has empowered game creators and innovators to drive real-world change, using games and immersive media that help people learn, improve their communities, and contribute to making the world a better place. G4C partners with technology and gaming companies, nonprofits, foundations, and government agencies to run world-class events, public arcades, design challenges, and youth programs. G4C supports a global community of game developers using games to tackle real-world challenges, from humanitarian conflicts to climate change and education. To learn more, visit: https://www.gamesforchange.org

Taipei Game Show 2026 Concludes with Nearly 400,000 Visits Over Four Days 2027 Show Dates Announced

Taipei Game Show 2026 officially concluded yesterday, marking another milestone for the long-running event. This year not only saw record-breaking crowds in recent years, but also drew nearly 400,000 visits over four days. The scale and lineup of exhibitors were upgraded across the board, with booths buzzing with activity and demo stations constantly filled with visitors. During the first two days, the B2B Zone and Asia Pacific Game Summit once again demonstrated Taipei’s influence as a key hub for the game industry in the Asia-Pacific region. With the expanded B2B exhibition area, the event attracted 2,100 business professionals from 43 countries. Networking sessions were nonstop, and meeting rooms remained in constant use throughout the show.

Asia Pacific Game Summit featured two main forum stages and a total of 26 sessions analyzing industry trends from multiple perspectives. Covering topics ranging from the gaming industry to AI technology, the program delivered comprehensive insights and highlighted pivotal moments shaping the future of the industry. Both stages were filled to capacity. The organizer emphasized that although Taipei Game Show has now entered its 24th year, it continues to evolve and enrich its programming. Together with global partners, the event aims to deliver an ever more immersive experience at the first major gaming celebration of the year. Taipei Game Show 2027 is scheduled to take place from January 21 to 24, with the organizer inviting fans and industry professionals alike to reunite next year.

Asia Pacific Game Summit Redefines Industry Dialogue

B2B Zone Draws Participants from 43 Countries and Facilitates 2,500 Business Meetings

Held over the first two days of the show, Asia Pacific Game Summit featured 26 sessions across two stages, MAIN STAGE and AI STAGE. Industry leaders from Taiwan, Korea, Japan, Canada, and China gathered to explore six forward-looking themes, including game development, indie games, operations and marketing, payment solutions, generative AI, and emerging technology trends. Many sessions incorporated open Q&A segments, where speakers engaged directly with the audience in discussions, sparking fresh perspectives and new ways of thinking. Beyond the stage presentations, networking continued actively offstage, creating a more dynamic and interactive forum experience. Attendees not only gained valuable industry insights but also explored potential collaborations, further underscoring the conference’s diversity and its position as a key industry benchmark in the Asia Pacific region.

Meanwhile, with its expanded scale, the B2B Zone successfully brought together global industry professionals, attracting more than 2,100 business visitors from 43 countries. Multilingual conversations filled the meeting rooms as nearly 2,500 matchmaking sessions were conducted over two intensive days, reflecting an unprecedented level of business activity. The Indie Game Area, showcasing indie game developers, also became a major highlight. In addition to exchanging insights on development and marketing, international publishers actively scouted promising new titles. Cross border partnership proposals and licensing negotiations took place one after another, further demonstrating Taipei Game Show’s influential role as a premier B2B networking hub in the Asia Pacific region.

Limited Events Sell Out in Seconds as Fan Favorite Titles Draw Massive Crowds

On the final day of the event, large crowds of visitors and families began streaming in early in the morning. By the afternoon, the Late Bird Ticket session was just as packed, bringing the show to a lively close. To thank attendees for their enthusiastic support, exhibitors rolled out grand finale activities and generously gave away remaining prizes as a final gesture of appreciation. Among the highlights was the Monster Hunter Wilds Taiwan Championship, jointly organized by CAPCOM and JUSTDAN. The thrilling final took place on stage yesterday, where “Monster Hunter Forever” successfully defended its title under the witness of Game Producer Ryozo Tsujimoto and Director Yuya Tokuda.

Bandai Namco Entertainment Taiwan also recreated the iconic Erdtree from Elden Ring, drawing many Tarnished eager to capture photos on their phones. Meanwhile, the long-awaited CODE VEIN II officially launched, much to visitors’ excitement. Director Hiroshi Yoshimura and Producer Keita Iizuka appeared on a special stage to showcase the game’s unique appeal and connect with fans in person.

Meanwhile, Azur Lane offered just 30 daily slots for one on one interactions with cosplayers, and all were snapped up almost instantly. BROWNDUST2 embraced a hot spring kingdom theme, featuring nine cosplayers from Taiwan and Korea in a highly eye-catching showcase. Snowbreak Containment Zone, appearing in Taiwan for the first time, drew strong praise for its limited edition backpacks, with venue exclusive merchandise nearly selling out, a clear sign of its popularity. Also making its Taiwan debut, STARSAVIOR introduced a brand new character, Laxi, generating plenty of buzz. The highly anticipated Arknights Endfield combined a live DJ performance with a popular cosplayer show, while Wuthering Waves delighted fans with an on-site appearance by a mascot version of the beloved character Bu Bu. Booths across the venue were surrounded by visitors eager to snap photos and join the fun.

On the final day, the TGS STAGE featured Nintendo hosting a lively game party for three major IP titles, Mario Kart WorldKirby Air Riders, and Animal Crossing New Horizons Nintendo Switch 2 Edition. A star studded lineup joined players on stage, creating a festive and interactive atmosphere.

Hardware and accessory brands also rolled out deep discounts on the last day, sending fans into a buying frenzy. Combined with the generous merchandise giveaways from game publishers, attendees left the venue with arms full of loot, many declaring that the show was more than worth the price of admission.

Indie House Sparks Massive Social Media Attention

Board Game Wonderland Buzzes with Laughter and Record Sales

Exclusively sponsored by Smilegate | STOVE, the Indie House section reached an unprecedented level of popularity this year. Not only did it draw a steady stream of visitors on site, but discussions also continued to surge across social media platforms. The themed feedback wall was covered with over a thousand notes hand-written by the visitors, reflecting the remarkable exchange atmosphere. As the show drew to a close, developers hurried to claim and collect the handwritten messages left for their games. Many visitors also mentioned Global Indie Game Pavilion in their feedback, highlighting how Taipei Game Show partnerships made it possible to experience titles from faraway regions with ease. Some visitors described the experience as “truly refreshing.”

Likewise, Board Game Wonderland was packed with enthusiastic crowds. Exhibitors seized the final opportunity to offer special discounts, triggering another surge in sales. Many players admitted they simply could not resist spending. Not only were individual booths bustling, the public play areas were also filled to capacity. Groups of friends gathered around faction based tabletop games, holding their breath during tense moments of strategy yet unable to suppress their laughter. Parents were also seen hand in hand with their children, enjoying games together, their shared smiles adding an extra layer of warmth to the lively atmosphere.

More highlights from the show will be shared on the official Taipei Game Show social media channels. Fans are invited to stay tuned to the official Facebook page and YouTube channel for upcoming behind the scenes content and event recaps.

Taipei Game Show 2026 Day1:https://youtu.be/3j9wYZgR3Xg
Taipei Game Show 2026 Day2:https://youtu.be/wJhQIan2vHM
Taipei Game Show 2026 Day3:https://youtu.be/GPas03Q1mQM

Nordic Game 2026 Spring Announcements Reveal New Opportunities and Reinforcing Strengths

As the industry calendar turns toward the late European spring, the details for Nordic Game 2026 (NG26) in Malmö, Sweden, are beginning to solidify. It’s clear the event is positioning itself as both a creative showcase and a vital marketplace for investment. Set for May 26–29, the conference is addressing the shifting dynamics in games development. There’s a strong event focus on how independent studios can secure crucial funding and, most importantly, cut through the immense digital noise of a saturated market.

One of the most anticipated sessions, slated for the main theatre, involves the team behind Embark Studios’ ambitious shooter, ARC Raiders. The conference has confirmed design director Virgil Watkins, product director Gerardo Basurto, and UX researcher Moa Naess for a keynote conversation. This session is significant for the studio’s technical capabilities as well as the insights it promises into managing design, product vision, and player experience on a project of this scale. In an era where large-scale development can sometimes feels opaque, this collective presentation offers a rare, valuable look into the processes that govern modern, big budget game creation. For developers, it’s a chance to glean practical wisdom from a studio operating at the intersection of innovation and commercial appeal.

Connecting Capital with “Venture-Ready” Studios

Beyond the creative discussions, the most impactful day for the business-minded will likely be the return of the Games Capital Summit on Tuesday, May 26. This dedicated event is designed to serve as a direct bridge between studios seeking growth capital and Venture Capital (VC) firms actively looking to invest in the games sector. 

In a global market where investment can be volatile and difficult to navigate, this summit provides a curated, focused environment. The apparent intent is to cut through the speculative chatter, offering “venture-ready companies.” It also represents rare opportunity to pitch directly to a locked-in cohort of investors. The Summit’s return signals Nordic Game’s commitment to push tangible business growth, recognizing that for many studios, securing early-stage funding is critical to launch success.

The deadline for applications to participate is midnight CEST Friday, April 24, 2026. To get the ball rolling on that process, fill out this form.

A Lifeline for Indie Visibility on Steam

For some indie developers, the most exciting and necessary opportunity for the broader community lies in the effort to elevate the visibility of independent developers. The “Indies at NG26: Get Noticed on Steam!” initiative, alongside the broader “Calling All Indies!” campaign, highlights the conference’s recognition of the very challenging discovery problem inherent to platforms like Steam. The flagship component is the Nordic Showcase on Steam, a digital extension of the physical event.

The apparent goal for the May 2026 edition is to surpass the results from last year’s showcase, which logged 1.2 million impressions and more than 45,000 unique reads. These are exposure metrics most independent studios couldn’t achieve on their own. Affordable pricing and perks can certainly help reach the specifically needs of small teams. By powering up visibility for a portion of the cost, Nordic Game is addressing the challenge of market saturation. It helps make sure that innovative games don’t go unseen due to a lack of a massive promotional budget.

Nordic Game 2025 Awards participants with banner for Nordic Game 2026 Spring behind them
From the 2025 Nordic Game Awards, the “save-the-date” banner for the fast-approaching spring 2026 event was featured. (Image: Nordic Game)

Program and Accessibility Details

The final components of the conference address core content and accessibility. The “NG26 Spring: Call for Speakers” is now officially open, inviting possible presenters to pitch their ideas. This process is essential for refreshing the conference’s programmatic content. It should assist the May schedule in reflecting the most current technical, design, and market trends. By actively soliciting new and diverse voices, the conference guarantees a timely and relevant discussion environment.

Also, the decision to bring back Partner Discounts, offering exclusive codes for members of organizations like the European Games Developer Federation (EGDF) and Women in Games (WiG), is a valuable step toward making the event more broadly accessible. These discounts help remove financial barriers for key industry groups and can amplify diversity. Through this partner support, it helps makes sure that a wider cross-section of the European games ecosystem can participate in the essential networking and learning opportunities this event provides.

Collectively, the announcements paint a picture of Nordic Game 2026 Spring as a well-rounded and strategically focused event. It’s an opportunity where the creative and business sides of the industry can meet several goals at once. Meeting on equal footing, offering strategic insights from major developers, providing an optimized platform for capital opportunities, and delivering on varied key exposure opportunities for the independent sector is some of the key possible metrics attendees can weight out.

The NG26 Spring conference is well on its way toward positioning as an essential fixture on the European games calendar by providing actionable value to its attendees. To dig deeper and explore further about this multi-faceted event, check out the official Nordic Game website!

Esports World Cup Foundation Confirms $45 Million Commitment to Players, Clubs and National Teams for Inaugural Esports Nations Cup 2026

Riyadh, Saudi Arabia (January 30, 2026) – The Esports World Cup Foundation (EWCF) today announced the competition dates and prize model for the Esports Nations Cup 2026 (ENC), the new global esports competition built around national teams, national pride, and iconic rivalries. The ENC is set to debut in Riyadh, Saudi Arabia, from November 2 through 29, 2026.

The Esports Nations Cup adds a national layer to the global esports calendar. It complements the Club-based Esports World Cup by giving players the chance to represent their nation, and offering fans a direct way to connect with elite competition through identity, pride, and shared moments.

ENC 2026 is backed by a three-part funding commitment totalling $45 million, structured to support the esports ecosystem through player and coach prizing, Club release incentives, and national team development.

ENC 2026 includes $20 million in prize money paid directly to players and coaches across 16 titles. In addition, EWCF will provide $5 million in Club incentives for esports Clubs that release and enable their professional players to participate in ENC, with rewards tied directly to the performance of their players at the event.

EWCF will also provide $20 million through the previously announced ENC Development Fund, supporting Official National Team Partners with logistics, travel, program operations, national team marketing, and the long-term growth of national team pathways.

“National teams bring a powerful new layer to esports, one that is accessible, intuitive, and rooted in identity and pride,” said Ralf Reichert, CEO of the Esports World Cup Foundation. “Clubs are the cultural backbone of esports. Nation-based competition expands the stage, creates new rivalries, and gives more fans a reason to care from day one. Our prize model is designed to keep competition fair and sustainable, rewarding performance while supporting the long-term development of players, Clubs, and national programs.”

The ENC introduces a placement-based prize framework, applied across all game titles, designed to be clear and player-centric. Every qualified participant earns prize money and is guaranteed a minimum of three matches. Equal placement earns equal pay: the same finishing position pays the same amount per player across all titles, and coaches are rewarded alongside players for the same placement.

A first-place finish awards $50,000 per player, whether competing in a solo title or as part of a team. Second-place awards $30,000 per player, and third-place awards $15,000 per player. For team titles, payouts scale with the roster size, so the result is consistent and transparent for everyone competing.

The ENC will launch in Riyadh in November 2026 and will move to a rotating host-city model, bringing nation-based esports to major cities around the world. The event will be held every two years to provide a dependable structure that supports long-term planning for players, partners, and national programs.

Mobile Legends: Bang Bang, Trackmania, Dota 2 have already been confirmed for ENC 2026, with additional titles to be announced in the coming days.

Additional information about the Esports Nations Cup will be released in the coming weeks. To stay up to date, visit esportsnationscup.com and follow ENC on XFacebookInstagram, and YouTube, and follow the Esports World Cup Foundation on LinkedIn

2026 State of the Game Industry Report Reveals Widening Effect of Layoffs, Broader Perspectives on Generative AI, Unionization, Tariffs and More

SAN FRANCISCO – January 29, 2026 – The organizers of GDC Festival of Gaming have released the results of the 2026 State of the Game Industry Survey, offering insights into key game industry trends based on responses from more than 2,300 game industry professionals. In line with GDC’s broader transformation into the GDC Festival of Gaming, this year’s State of the Game Industry Survey has also expanded to better serve the full game ecosystem.

To represent the thoughts and perspectives of the game industry across roles and disciplines, the GDC team consulted key stakeholders and community members to refine questions and broaden the survey’s reach. Surveys were customized for each participant group, ensuring that developers, marketers, executives, investors and others answered questions most relevant to them. The team also surveyed a smaller group of game educators and students to capture a snapshot of the challenges facing the next generation.

The report, which can be downloaded for free here, provides the latest data and analysis on layoffs, generative AI adoption and sentiment, unionization efforts, development platforms and priorities, business pressures, emerging trends and more. Key insights from the report are below.

While the State of the Game Industry Report and the contents presented at GDC Festival of Gaming are created independently, the trends and sentiments within the report are often addressed at GDC, which features an entire content track dedicated to Career development, sessions dedicated to emerging AI technologies and hundreds of talks that deal with the most dynamic challenges and opportunities in the industry. The GDC Festival of Gaming, a global gathering for the full game-making ecosystem, will be held at San Francisco’s Moscone Center and neighboring venues from March 9 – 13, 2026. For more details, please visit the official website. Regular updates are available on LinkedIn, Facebook, X, Bluesky and the official Discord server. Official photos are available via the Official GDC Flickr account.

Layoffs Generate Wide Impact; Students Are Concerned About Their Future Job Prospects

The effects of recent layoffs continue to spread across the industry. Over one in four (28%) survey respondents were laid off in the past two years, increasing to one-third (33%) for those in the United States, and half said their current (or most recent) employer has conducted layoffs in the past 12 months. Those at AAA studios were highly likely to have experienced layoffs at their companies; two-thirds of respondents at AAA studios said their companies had layoffs. One-third of people working at indie studios reported the same.

The smaller survey of students illustrates widespread pessimism among future developers and leaders eager to enter the space. Three-fourths (74%) of surveyed students said they are concerned about their future job prospects in the game industry. Students noted the lack of entry-level jobs, increased competition from laid-off workers with more experience and AI-led displacement.

Valve's Steam Deck on a grey and black background
Valve’s Steam Deck platform has made significant inroads into the gaming hardware space, as evidenced by this year’s State of the Game industry Survey (image: Valve)

It’s Full Steam (Deck) Ahead; More Developers Use Unreal than Unity 

Newly added to the 2026 survey, Valve’s Steam Deck is the fourth-most-developed-for platform among respondents, with 28% of developers making or optimizing games for the PC handheld. In addition, 40% of developers said they’re interested in making games for Steam Deck, putting it on par with the Nintendo Switch 2 (39%).  For future game development, PC continues to reign, with 73% of survey executives placing PC in their top 3 next-gen platform they’re most interested in.

Unreal Engine is the most popular engine among survey respondents. 42% of developers reported that it is their primary engine for game development, ahead of the next-most-popular engine, Unity, at 30%. Unreal Engine adoption appears to be more common for developers at AA (59%) and AAA (47%) studios. A majority (54%) of developers at older indie studios are still using Unity. Godot has gained some use with newer indie developers (11%), but less so with those at more established studios.

Generative AI Usage Varies Significantly Based on Role and Discipline

Survey results indicate that over one-third (36%) of game industry professionals are using generative AI tools as part of their job. 30% of respondents at game studios reported using AI tools, which is far less than the 58% of those at publishing companies, support teams, and marketing/PR firms that reported to use AI tools. Business professionals’ use (58%) far outweighs that of most other disciplines.

Sentiment from game Industry professionals reveal that they often balance the use of multiple AI tools for multiple purposes, rather than relying on a single platform or use. The most used AI tool for game industry professionals are large language models (LLMs)—mainly ChatGPT (74%), followed by Google Gemini (37%) and Microsoft Copilot (22%). The most common use is research or brainstorming (81%), followed by daily tasks (like writing emails) and code assistance (47% each), and prototyping (35%).

Generative AI taking over traditional human roles in the creative arts, such as game development, has been at the very least a divisive topic. (Image by freepik)

Opinions on Generative AI Hit a New Low; Over Half of Game Industry Professionals Think it’s Bad for the Industry

According to this year’s survey, over half (52%) of game industry professionals think generative AI is having a negative impact on the game industry, up from 30% last year and 18% the year prior. Workers in visual and technical art (64%), game design and narrative (63%), and game programming (59%) hold the most unfavorable views. About 7% of respondents think generative AI is having a positive impact on the game industry, down from 13% in GDC’s 2025 report. That amount is higher for executives, and those in business operations and services (19% each).

Majority of Game Workers Would Like to Join a Union

82% of US-based respondents support the unionization of game industry workers, with 5% opposed and 13% unsure. Support was higher among workers earning under $200,000 per year (87%), those who have been laid off in the past two years (88%) and people younger than 45 (86%). No respondents aged 18-24 were opposed to unionization.

One-tenth (10%) of respondents said they’re members of an industry-wide union like the United Videogame Workers-CWA (which was launched at GDC in 2025), and 2% are members of a company union. These numbers may rise in the coming years, though, as 62% of game industry professionals said they were interested in joining a union.

One-Third of Game Workers Primarily Turn to Self Funding

Over one-third (35%) of respondents said they mainly turn to self-funding for their games. The other primary sources of funding were publishing deals or project-based funding (20%), co-development contracts (9%), and private investment or venture capital (5% each). About 16% were unsure or said the question didn’t apply to them, with several noting that their games are not currently monetized.

US-Based Tariffs Impact 38% of Industry Business Leaders

In 2025, the US government’s executive branch imposed a series of tariffs on imported goods, including video game hardware and the components needed to manufacture it. Over 200 industry executives, investors, and business and finance professionals were asked whether the tariffs have taken a toll. About 38% of respondents said US-based tariffs are impacting their expenses, revenue, or financial decisions; 39% said there’s been no impact, and 23% were unsure. The numbers were similar for those inside and outside the United States.

Social media platforms in a clustered assortment on a white backdrop.
Social media appears to be taking a higher priority for game marketers in 2026 (Image: Ibrahim.ID)

Marketers Leaning Primarily on Social Media Video for Discovery

Social media (65%) is the primary discovery method for game marketers—and in that world, video reigns supreme. Their top social media platforms are Instagram/Reels (66%), TikTok (64%), and YouTube/Shorts (63%).  Other top discovery methods include streamers (39%), paid advertising (31%), and in-person or virtual events (30%).

Marginalized Workers More Likely to Spot DEI Changes on the Job

For currently employed people in the United States, one-fifth (22%) of LGBTQ+ and 18% of women and non-White participants said they’ve noticed changes related to diversity and equity issues or free speech. However, only 10% of men and 13% of White respondents reported the same. Altogether, 14% have seen changes, 63% said they have not, and 23% were unsure.

February 2026 Game Industry Conference and Convention Events Calendar

We’ve assembled a curated list of game industry events you can attend in February 2026. As the calendar transitions from planning to execution, this month’s gatherings focus on deepening partnerships, exploring emerging trends, and uncovering opportunities in a shifting landscape for creators and businesses alike.

With AI integration, connected services, and evolving platform strategies driving development and monetization decisions across the industry, February events mix leaders’ strategic thinking with forums where studios, publishers, and investors can align on priorities. For indie teams, now is a key moment to solidify partnerships and build momentum ahead of the spring and summer event surge.

On the news front, memory and storage pricing remains an ongoing challenge for the industry. Leading suppliers continue to allocate capacity toward AI data center demand, tightening supplies of DRAM and NAND components and contributing to elevated costs across PCs, consoles, and hardware platforms. Analysts note that these pressures are likely to persist beyond 2026, driven by sustained AI infrastructure growth and limited capacity.

Featured Events

D.I.C.E. Summit 2026 (Feb 10–12) in Las Vegas is one of the industry’s flagship leadership gatherings, spotlighting creative direction, and the strategic priorities of top studios and publishers. And then there’s Copenhagen Gaming Week (Feb 12–14) in Denmark uniting gaming culture, tech showcases, and esports under one roof—with networking trendspotting across multiple facets of interactive entertainment.

For developers with a mobile or live services focus, GamesForum Barcelona (Feb 10-11) in Barcelona, concentrates on user acquisition, monetization strategy, and growth partnerships in the mobile ecosystem—ideal for teams refining product-market fit in 2026.

Whether you’re interested in the business side at major summits or community and competitive engagement at broader festivals, February’s slate offers a mix of global and regional events that can help studios of all sizes push into the rest of the year with clearer priorities and stronger connections.

New Events

Joining the calendar for the first time ever, check out the following events:

With all that said, check out the complete month’s event list below! But first…

Special Offers

We recently launched a new feature on the website – Event Ticket Discounts and Offers. Want to know when your event has a 10% off special or early bird rates open? Check out our Free Offers Page regularly!

Here are the latest offers listed as of this blog post:

Discount Event Code/Link
10% off WN Abu Dhabi (B2B) [E4G-10]
25% off MeetToMatch Las Vegas (B2B) [MeetToMatchLV_25OFF]
20% off Serious Play Conference (B2B) [EARLYBIRDNA20]
5% off Atsusacon (B2C) [EVENTSFORGAMERS]
10% off SIGGRAPH Asia (B2B) [SA25E4G10]
11% off WN Events (B2B) [E4G]

Have an offer we can add to this list? Please let us know!

We are also looking for folks who want to get some editorial experience (or just prestige of attending an event) by writing about their event experiences (or simply taking photos showcasing an event you are attending).

Let us know if you want to contribute!

This Month’s Events

Many of the listed events are included in the calendar thanks to your contributions in submitting events to the calendar.

Thank you so much for continuing to support us!

We’ve made some additions to the overview, including a new test view of the events right from the calendar itself listed below. Let us know which type of list you prefer.

Enduring Hearts × Fortnite – Gaming for Pediatric Heart Health Launch Day 2026

Enduring Hearts, a nonprofit supporting children with congenital heart disease, is partnering with Fortnite for a special in-game collaboration featuring a hospital experience and quest located inside Dragonheart Village in […]

Free
Find out more

Yorkshire Games Festival 2026

A unique festival of all things gaming, celebrating games culture, design and production with special industry guests—returning to the museum in February 2023. Established in 2016, Yorkshire Games Festival celebrates […]

Find out more
The National Science and Media Museum, BD1 1NQ
Bradford, United Kingdom
+ Google Map

Copenhagen Gaming Week 2026

Copenhagen Gaming Week is the new and epic international festival uniting all aspects of gaming and esports in the Danish capital: Your chance to level up on futuristic tech, current […]

DKK200 – DKK500
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Bella Center Copenhagen, Center Blvd. 5, 2300
København, Denmark
+ Google Map

WaveX India AI Summit 2026

WaveX is inviting innovative startups to showcase their technology at the WaveX India AI Summit, a premier platform bringing together industry leaders, investors, policymakers, and innovators from across the AI […]

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Bharat Mandapam, Appu Ghar, Pragati Maidan
New Delhi, 110001 India
+ Google Map

DevMix: London 2026

DevMix: London is a game development networking event bringing together professionals from the gaming industry. Connect with developers, designers, and industry experts to share insights and discuss the latest trends […]

£25 – £300
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Guildford Games Festival 2026

The guildford.games festival is a celebration of the creativity and technical excellence from this internationally renowned region for video game development. This is a FREE event to attend. Please share […]

Free
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G Live, London Rd, Guildford GU1 2AA
Guildford, United Kingdom
+ Google Map

gamescom dev leadership summit 2026

The leadership summit 2026 powered by Xsolla offers a confidential and collaborative space where top-level professionals can connect, share insights, and address critical industry challenges without the pressures of public […]

€.30
Find out more
Sud Lisboa Hall, Pavilhão Poente (ao lado do MAAT, Av. Brasília, 1300-598
Lisboa, Portugal
+ Google Map

Boden Game Changer 2026

This event brings together leading voices from the games industry for knowledge-sharing, networking, and inspiration amidst the stunning Arctic backdrop. Visit the News and Event Calendar for more events like […]

Find out more

Bristol Video Games Expo 2026

Our gaming event aims to bring the entire gaming community together for a massive celebration of all things gaming. We have stage content via talks from various entities from the […]

£4.50 – £18.04
Find out more
UWE Centre for Sport, Bristol, Coldharbour Ln, Frenchay, Stoke Gifford
Bristol, BS16 1QY United Kingdom
+ Google Map

Lancaster Gamer Festival 2026

2-Day Gamer Festival featuring both local and regional vendors of all things Video Games, TCG, and Collectibles! Visit the News and Event Calendar for more events like BlizzCon 2026.

$7.18 – $12.51
Find out more
AV Fair & Event Center, 2551 West Avenue H
Lancaster, CA 93536 United States
+ Google Map

Visit the main event calendar that includes events throughout the year and beyond.

Which events are you attending this month? Let us know by commenting on this article here or on LinkedIn, Twitter, Bluesky, and Facebook!

Editor: Mathew Anderson, Founder and Editor-in-Chief of Events for Gamers, Community Manager for the computer game industry, and Public Relations Manager and Communication Specialist for various other industries.

ex-KingsIsle Entertainment Community Manager

Indie Game Award 2026 Winners Announced — and Roger Moves Judges to Tears and Claims Two Major Honors

Hosted by Taipei Game Show, the Asia-leading game industry awards program Indie Game Award 2026 officially announced its winners tonight. The Japanese studio TearyHand Studio’s and Roger captured both the Grand Prix and Best Audio, earning widespread acclaim for its deeply emotional narrative and perfectly integrated, moving soundtrack. Judges praised the game’s refined controls and its ability to fully immerse players in the story through music, with many panelists admitting they were “moved to tears.” Even after the game ends, its story lingers — a truly outstanding work that leaves a lasting impression.

This year’s competition was held in collaboration with PlayStation, attracting 515 entries from 51 countries and regions, representing a 1.5-fold increase in scale and marking the highest number of submissions in the award’s 12-year history. Competition reached an unprecedented level of intensity. At tonight’s award ceremony, jury members including CEO of Yosp, inc., Shuhei Yoshida, Executive Producer at IGN JAPAN, Daniel Robson, Editor-in-Chief of Korea’s leading game media INVEN, Jiyeon Kim, CEO of BitSummit, Masahiko Murakami, Chairman of Indie Wavemakers, Elicia Lee, representative of BIC Festival, Rani Kim, and the Director of Experimental Game Lab of National Taiwan University of Arts, LEE  CHUN-I, served as award presenters. A total of 7 winning teams from around the world gathered in Taipei to celebrate their achievements, sharing the spotlight in front of dozens of finalist teams and exhibitors.

Taiwanese developers also delivered outstanding performances. Developed by FromDawn Games, Aeruta blends action-adventure gameplay with simulation elements. Its charming Japanese-inspired art style and strong character design earned judges’ praise for being “a joy to play,” securing the Best Visual Art. Meanwhile, the Best Student Game went to Froggo’s Adventure: Drifting Sky, developed by SmellyFrog. Players take on the role of a pixel-art frog exploring a magical 2D platforming world. Its simple yet adorable visuals, nostalgic chiptune music, and clever details invite players to keep exploring with a smile.

The Best Narrative was presented to the Berlin Apartment, developed by Germany’s Blue Backpack. Through fragmented everyday objects, the game uncovers memories of an old apartment building, with each story distinct yet collectively reconstructing a bygone era. Belgium-based Beeswax Games’ No Players Online received the Best Innovation, recreating the look of early computer interfaces. Players solve puzzles on an old computer to uncover a surprisingly vast hidden story within a shooter game. Judges commended its exceptional atmosphere, noting that “even when nothing is happening, it feels unsettling.”

From the United States, BALL x PIT, developed by Kenny Sun & Friends, won Best Design. Combining brick-breaking mechanics with ball fusion, base-building, and roguelite elements, the game delivers fast-paced action and endless strategic variety through procedural evolution. The Best Mobile Game went to Graytail, developed by South Korea’s Concode. Players investigate roaming mutants on an island alongside a detective while collecting clues to uncover the mystery behind a missing mother. Judges praised its smooth narrative flow and elegant visual style, recognizing it as a highly promising title.

Throughout the four-day exhibition of Taipei Game Show, all winning titles will be available for hands-on play at the Winner’s Pavilion within the Indie House, allowing visitors to experience in one place the finest indie games selected by an international jury of industry professionals.

Winner List of Indie Game Award 2026
Award Category Country/Area Developer Game Title
Best Narrative Germany Blue Backpack the Berlin Apartment
Best Audio Japan TearyHand Studio and Roger
Best Visual Art Taiwan FromDawn Games Aeruta
Best Design United States Kenny Sun & Friends BALL x PIT
Best Innovation Belgium Beeswax Games No Players Online
Best Mobile Game South Korea Concode Graytail
Best Student Game Taiwan SmellyFrog Froggo’s Adventure:Drifting Sky
Grand Prix Japan TearyHand Studio and Roger

*List of Award Winners: https://tgs.tca.org.tw/indie_award_winners.php?b=e&a=26

Pocket Gamer Connects Opens 2026 Speaker Submissions for Three Global Cities

As the games industry gears up for another year of rapid change, Pocket Gamer Connects (PGC) is opening the floor, both literally and figuratively, to professionals ready to share what they’ve learned along the way. Speaker submissions are currently open for three stops on the 2026 calendar: San Francisco, Dubai, and Malmö. If you’re a thought leader in the game industry and ever thought, “Someone should really talk about this,” there’s a chance that someone might be you.

With the 2026 event lineup already taking shape, PGC is inviting developers, founders, investors, publishers, and other industry specialists to help define the conversations that will shape the year ahead. The conferences are known for sessions that lean heavily on practical, experience-driven insights rather than blue-sky brainstorming.

The call for speakers spans three major gatherings:

Each event expects to bring together decision-makers from across the global games ecosystem, offering a rare chance to present ideas to people who can actually act on them. Whether your expertise lies in growth strategy, production, monetization, community building, emerging tech, or the ever-popular “lessons learned the hard way,” the organizers are looking for voices with something substantive to contribute.

For talk proposals, there’s solo talks and panel options. Individual talks are slotted for 20 minutes, with Q/A time if needed, and panels are 40 minutes, including Q/A time.

For those who are selected to take the stage, the benefits go beyond bragging rights. Speakers receive a complimentary VIP pass (normally priced around $1,200), which includes access to all conference areas, a VIP lounge, lunch, refreshments, and an invitation-only networking reception. There’s also full access to the MeetToMatch platform, making it easier to schedule conversations with anyone from fellow developers to senior investors. Increased visibility among industry leaders doesn’t hurt either, especially for those hoping to expand their professional footprint.

If you’re ready to throw your proverbial hat into the ring, submissions are now open. To keep tabs on Pocket Gamer Connects events and hundreds of others, keep tabs with the Events for Gamers calendar!

$75 Million Prize Pool, Full Game Lineup and Schedule Announced for Esports World Cup 2026

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Riyadh, Saudi Arabia (January 21, 2026): The Esports World Cup Foundation (EWCF) today announced a total prize pool of $75 million alongside the full game lineup and schedule for the Esports World Cup 2026 (EWC), the world’s largest esports event, set to return to Riyadh, Saudi Arabia, from July 6 through August 23. More than 2,000 players and 200 Clubs from over 100 countries will compete in 25 tournaments across 24 games over seven weeks to crown the next Esports World Cup Club Champion.

The record-breaking prize pool reflects the evolution of the EWC as a premier sporting event and the anchor multi-title competition within the global esports ecosystem. Delivered at scale for a third year through an established, cross-game format, the EWC brings together the world’s best players, Clubs, games and a global community of fans through a shared calendar that sets the rhythm of the global esports season.

“The life-changing prize pool exists to support the people at the heart of esports: the players and the Clubs that invest in them year after year,” said Ralf Reichert, CEO of the Esports World Cup Foundation. “EWC is different because of the Club Championship. One title crowns a champion. EWC crowns the ultimate cross-game Club Champion.”

In 2026, the EWC Club Championship, the EWC’s flagship cross-game competition, will award $30 million to the top 24 Clubs, an increase of $3 million year-on-year. The winning Club will receive $7 million, with increased prize allocations distributed across the remaining top finishing positions. Last year’s Club Championship title was decided in the final week of competition, with seven Clubs remaining in contention entering the closing stages.

Individual Game Championships will each carry their own prize pools, with combined allocations exceeding $39 million. The remainder of the prize pool will be distributed through a combination of Club and Player Awards, including MVP awards for each tournament and the Jafonso Award for players or Clubs that win a Game Championship after advancing from a Last Chance Qualifier, as well as through qualifying events hosted by partnered publishers and organizers ahead of the EWC 2026 main event in Riyadh.

Alongside the prize pool, EWCF will continue to operate ecosystem support programs, including the EWCF Club Partner Program and the Road to EWC qualification system. The 2026 Club Partner Program will again support a lineup of 40 top global esports organizations, while publisher-led circuits, tournaments, and grassroots events provide the foundation for the Road to EWC, giving more players and Clubs defined qualification pathways to compete in Riyadh.

Twenty-four competitive titles, including new additions Fortnite and Trackmania, will showcase the best Clubs, players and talent the esports world has to offer on stage at EWC 2026 in Riyadh this summer. The EWC 2026 lineup of games features: Apex Legends, Call of Duty: Black Ops 7, Call of Duty: Warzone, Chess, Counter-Strike 2, Crossfire, Dota 2, EA Sports FC 26, FATAL FURY: City of the Wolves, Fortnite, Free Fire, Honor of Kings, League of Legends, Mobile Legends: Bang Bang, Overwatch 2, PUBG: Battlegrounds, PUBG Mobile, Rocket League, Street Fighter 6, Teamfight Tactics, TEKKEN 8, Tom Clancy’s Rainbow Six Siege X, Trackmania, and VALORANT.

EWC 2026 competitions will be staged across seven weeks and multiple arenas, allowing several game championships to take place in parallel with a coordinated, multi-venue schedule designed to enhance fan experience and viewership across the lineup.

Tickets for EWC 2026 will be available starting January 22, 2026 at esportsworldcup.com, and through EWC 2026 international ticketing partners: Webook, India, Damai, and Tixr. Early Bird tickets include Weekly Access Passes, Premium Tournament Passes, and Hospitality Packages for the Esports Embassy, the EWC’s premium on-site hospitality destination.

The announcement builds on the landmark success of the Esports World Cup 2025. In its second year, EWC reached 750 million viewers worldwide and generated 350 million hours watched, with peak concurrent viewership of 7.98 million during the League of Legends at EWC ‘25 tournament. Coverage was delivered across 28 platforms through 97 broadcast partners and more than 800 channels in 35 languages. Twenty-five tournaments spanning 24 games featured more than 2,000 players representing approximately 200 Clubs from over 100 countries. In Riyadh, the EWC and its Festival welcomed more than 3 million visitors over the seven-week event.

To learn more about EWC, visit esportsworldcup.com and follow Esports World Cup Foundation on LinkedIn.

Finalists Announced for the 26th Annual Game Developers Choice Awards, Led by Clair Obscur: Expedition 33 With Eight Total Nominations

SAN FRANCISCO – January 15, 2026 – Today, the organizers of the GDC Festival of Gaming are announcing the finalists for the 26th annual Game Developers Choice Awards (GDCA), the premier, globally recognized accolades for peer-recognition in the video game industry. Finalists will be honored and winners announced at this year’s GDCA ceremony, held on Thursday, March 12, during the GDC Festival of Gaming in San Francisco. This year’s GDCA ceremony will take place the night after the 28th annual Independent Games Festival (IGF) awards ceremony, held on Wednesday, March 11. Both ceremonies are open to all GDC Festival of Gaming passholders and streamed for free on the official GDC Twitch channel. The GDC Festival of Gaming, a global gathering for the full game-making ecosystem, will be held at San Francisco’s Moscone Center from March 9 – 13, 2026.

The Game Developers Choice Awards is a celebration of the top games from the past year and the developers who make them. Games are nominated by, voted on, and decided by video game developers within the industry. Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive), a finalist in eight categories, leads this year’s games in total nominations. Nominations for the coveted Game of the Year award include Clair Obscur: Expedition 33 as well as Blue Prince (Dogubomb / Raw Fury), Donkey Kong Bananza (Nintendo EPD / Nintendo), Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment), Hollow Knight: Silksong (Team Cherry) and Split Fiction (Hazelight Studios / EA).

Clair Obscur: Expedition 33, developed by Sandfall Interactive and published by Kepler Interactive, is a compelling role-playing game that serves as a loving ode to, and evolution of, the classic JRPG genre with real-time action elements and a distinctly French-inspired narrative and aesthetic. With a dramatic story filled with dread and hope, the game’s artfully crafted world has drawn praise from all corners of the world. The title’s multitude of nominations, in almost every category of the GDCAs, is a testament to the robust craftsmanship and artistry of its creation.

Ghost of Yōtei by Sucker Punch Productions and published by Sony Interactive Entertainment, is the acclaimed sequel to 2020’s Ghost of Tsushima, itself a GDCA 2021 award winner. Earning five total nominations, Ghost of Yōtei has been praised as a refinement of the solid open-world action established by its predecessor, further amplified by an electric new protagonist with Atsu. A rage-filled warrior driven by vengeance, Atsu propels an epic story filled with twists, violence, trauma and the journey towards an improbable harmony.

Any video game that was released and made publicly available during the 2025 calendar year is eligible for free nomination for the 2026 Game Developers Choice Awards. All nominees and winners are selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), an invitation-only organization composed of leading game creators from across the industry.

In addition to the categories listed below, the Audience Award invites all GDC Festival of Gaming attendees and members of the public to cast their vote for their favorite game of the year from all of this year’s GDCA finalists. The public can cast their vote from the Audience Award ballot here. Voting opens on January 26 and ends on February 8.

The complete list of nominees and honorable mentions for each category of the 26th annual Game Developers Choice Awards are as follows:

Best Audio

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Death Stranding 2: On the Beach (Kojima Productions / Sony Interactive Entertainment)

  • Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment)

  • Rift of the NecroDancer (Brace Yourself Games, Tic Toc Games / Klei Publishing)

  • South of Midnight (Compulsion Games / Xbox Game Studios)

Honorable Mentions: 

ARC Raiders (Embark Studios), Donkey Kong Bananza (Nintendo EPD / Nintendo), Doom: The Dark Ages (id Software / Bethesda Softworks), Lumines Arise (Enhance / Monstars Inc.), To a T (uvula LLC / Annapurna Interactive)


Best Debut

  • BALL X PIT (Kenny Sun & Friends / Devolver Digital)

  • Blue Prince (Dogubomb / Raw Fury)

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Dispatch (Adhoc Studio)

Honorable Mentions: 

ARC Raiders (Embark Studios), Consume Me (Jenny Jiao Hsia), Hollow Knight: Silksong (Team Cherry), The Hundred Line: Last Defense Academy (Too Kyo Games, Media. Vision Inc. / Aniplex), The Roottrees are Dead (Evil Trout Inc.)


 

Best Design

  • BALL X PIT (Kenny Sun & Friends / Devolver Digital)

  • Blue Prince (Dogubomb / Raw Fury)

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Donkey Kong Bananza (Nintendo EPD / Nintendo)

  • Split Fiction (Hazelight Studios / Electronic Arts)

Honorable Mentions: 

Death Stranding 2: On the Beach (Kojima Productions / Sony Interactive Entertainment), Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment), Kingdom Come: Deliverance II (Warhorse Studios / Deep Silver), The Alters (11 Bit Studios)


Innovation Award

  • BALL X PIT (Kenny Sun & Friends / Devolver Digital)

  • Baby Steps (Gabe Cuzzillo, Maxi Boch, Bennett Foddy / Devolver Digital)

  • Blue Prince (Dogubomb / Raw Fury)

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Donkey Kong Bananza (Nintendo EPD / Nintendo)

Honorable Mentions:

CloverPit (Panik Arcade / Future Friends Games), Consume Me (Jenny Jiao Hsia), REPO (Semiwork Studios), Sunderfolk (Secret Door / Dreamhaven), To a T (uvula LLC / Annapurna Interactive)


 

Best Narrative

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Despelote (Julián Cordero, Sebastián Valbuena / Panic)

  • Dispatch (AdHoc Studio)

  • Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment)

  • Split Fiction (Hazelight Studios / Electronic Arts)

Honorable Mentions: 

Lost Records: Bloom & Rage (DON’T NOD Montréal, DON’T NOD), South of Midnight (Compulsion Games / Xbox Game Studios), The Outer Worlds 2 (Obsidian Entertainment / Xbox Game Studios), The Séance of Blake Manor (Spooky Doorway / Raw Fury)


Best Technology

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Death Stranding 2: On the Beach (Kojima Productions / Sony Interactive Entertainment)

  • Donkey Kong Bananza (Nintendo EPD / Nintendo)

  • Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment)

  • Split Fiction (Hazelight Studios / Electronic Arts)

Honorable Mentions: 

ARC Raiders (Embark Studios), Battlefield 6 (Battlefield Studios / Electronic Arts), Hollow Knight: Silksong (Team Cherry), Kingdom Come: Deliverance 2 (Warhorse Studios / Deep Silver), PEAK (Team PEAK / Aggro Crab, Landfall)


Best Visual Art

  • Absolum (Guard Crush Games, Dotemu, Supamonks / Dotemu)

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Death Stranding 2: On the Beach (Kojima Productions / Sony Interactive Entertainment)

  • Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment)

  • Hades II (Supergiant Games)

  • Keeper (Double Fine Productions / Xbox Game Studios)

Honorable Mentions: 

Hollow Knight: Silksong (Team Cherry), South of Midnight (Compulsion Games / Xbox Game Studios), Sword of the Sea (Giant Squid), The Midnight Walk (MoonHood / Fast Travel Games)


 

Social Impact

  • And Roger (TearyHand Studio / Kodansha)

  • Consume Me (Jenny Jiao Hsia)

  • Despelote (Julián Cordero, Sebastián Valbuena / Panic)

  • Dispatch (AdHoc Studio)

Honorable Mentions:

Herdling (Okomotive / Panic), Lost Records: Bloom & Rage (DON’T NOD Montréal, DON’T NOD ), PEAK (Team PEAK / Aggro Crab, Landfall), To a T (uvula LLC / Annapurna Interactive)


Game of the Year

  • Blue Prince (Dogubomb / Raw Fury)

  • Clair Obscur: Expedition 33 (Sandfall Interactive / Kepler Interactive)

  • Donkey Kong Bananza (Nintendo EPD / Nintendo)

  • Ghost of Yōtei (Sucker Punch Productions / Sony Interactive Entertainment)

  • Hollow Knight: Silksong (Team Cherry)

  • Split Fiction (Hazelight Studios / Electronic Arts)

Honorable Mentions: 

Absolum (Guard Crush Games, Dotemu, Supamonks / Dotemu), BALL X PIT (Kenny Sun & Friends / Devolver Digital), Hades II (Supergiant Games)

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