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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 X, Facebook, Instagram, 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.

There are no upcoming events at this time

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)

Video of the Month — Super Mario Sunshine AGDQ 2026 Speedrun by inkstar

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It’s a rare occasion when an event can eclipse the Awesome Games Done Quickly (AGDQ) charity speedrunning-focused event, but CES 2026 did, thanks to an overlapping schedule. So we wanted to make sure AGDQ 2026 got some love, sort of like how we did a year ago for an AGDQ 2025 Super Metroid speedrun race.

So, our January 2026 Video of the Month spotlights a standout speedrunning performance from AGDQ 2026: Super Mario Sunshine (Any%) by speedrunner inkstar, completed in 1:16:45. inskstar holds the world record time for Nintendo’s GameCube version of the game at a zippy 1h 12m 37s completion time. Given the length of the run, it should come as no surprise to know this video clocks in at just over 80 minutes in all, and it’s posted on the official Games Done Quick YouTube channel.

Recorded during the marathon’s opening block, the run captures the qualities that makes AGDQ a community favorite for gamers, especially speedrun enthusiasts: precision gameplay, energetic commentary, and a shared passion for pushing games to their limits.

From the moment the timer starts, inkstar demonstrates rock-solid command of Sunshine’s sometimes-tricky momentum‑driven movement. Their execution through notoriously unforgiving sections, such as Gelato Beach, Pianta Village, and the chaotic Pachinko machine, highlights a deep understanding of the techniques needed for speedrunning mastery. Sunshine is a game that punishes hesitation, yet inkstar maintains fluidity throughout, turning difficult skips and risky strats into smooth, confident sequences.

The commentary team of rosa_lul, pumpsovergains, and JJsrl adds clarity and energy, breaking down advanced mechanics while keeping the run accessible for casual viewers. Host JD Puppy keeps the pacing lively and fast-paced in tune with the action, contributing to the polished presentation AGDQ is known for.

AGDQ continues to be one of gaming’s most impactful charity events, raising millions over the years for the Prevent Cancer Foundation (update 1/15/26: AGDQ 2026 finished with a tally of almost $2.5 million USD raised for the Prevent Cancer organization). This run embodies the marathon’s spirit: community, skill, and the joy of celebrating games together. So, whether you’re a Super Mario Sunshine veteran or simply love watching top‑tier platforming, inkstar’s AGDQ 2026 run is a fun, high-spirited watch and a great pick for this month’s featured video.

Did you happen to attend AGDQ 2026, perhaps as a speedrunner, a volunteer, or another kind of attendee? Please feel free to share your thoughts about it below or on our social media posts about this story!

Whether you are an event coordinator, press, or general attendee, if you have an event video to share with us, please let us know and we’ll be happy to feature it!

GDC Festival of Gaming’s Luminaries Speaker Series to Feature Google, LEGO, NVIDIA and more

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The GDC Festival of Gaming team has unveiled the inaugural lineup for the Luminaries Speaker Series, a new three‑day program debuting in 2026 and designed specifically for senior decision‑makers shaping the future of the games industry.

This program is an executive‑level series that will explore the macro forces influencing long‑term strategy across gaming, including emerging platforms, transformative technologies, global market shifts, cultural trends, IP ecosystems, and organizational leadership.

Running Tuesday, March 10 through Thursday, March 12 within the week-long timeframe that GDC Festival of Gaming runs, the Luminaries Speaker Series program will take place at the 500‑seat Blue Shield of California Theater at the Yerba Buena Center for the Arts. Attendees can expect high‑level insights on platform strategy, cross‑media IP development, player behavior, and long‑horizon decision‑making from experts from gaming, policy, investment, and technology sectors.

Here’s the Luminaries Speaker Series Sessions announced so far, with more scheduled to be announced soon:

  • AI Trends and Futures: Ask Us Anything!

    • Bryan Catanzaro, VP Applied Deep Learning Research at NVIDIA

    • Alexandre Moufarek, Product Lead, Inception at Google DeepMind

    • Julien Merceron, CTO of Bandai Namco Studios

  • Fireside Chat with Brian Ward, CEO of Savvy Games

    • Brian Ward, CEO of Savvy Games

  • The Attention Equation: How Gaming Wins Consumer Focus and What Comes Next

    • Kabir Ahuja, Senior Partner of McKinsey & Co.

    • Ichiro Otobe, Sr. Client Development Advisor of McKinsey & Co.

    • Itamar Benedy, CEO of Anzu.io

    • Moritz Baier-Lentz, Partner & Head of Gaming, Lightspeed Venture Partners

  • Other Notable Speakers Include:

    • Aaron Loeb, President of LEGO Digital Play

    • John Spitzer, VP of Developer and Performance Technology at NVIDIA

    • Marcus Liassides, SVP, Global Head of Digital at Mattel

    • Bill Kleyman, Co-founder, CEO of Apolo.us

Access to the Luminaries Speaker Series is included with a Game Changer pass, and registration for GDC Festival of Gaming is available at gdconf.com. GDC Festival of Gaming takes place in March 9-13, 2026 in San Francisco, CA. 

Awesome Games Done Quick 2026 Raises More Than $2.44 Million for Prevent Cancer Foundation

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Pittsburgh, PA — January 11, 2026 – Awesome Games Done Quick (AGDQ), the annual charity speedrunning marathon organized by Games Done Quick, ended early Sunday morning, raising more than $2.44 million for Prevent Cancer Foundation. Held in Pittsburgh, PA from January 4-10, AGDQ welcomed thousands of in-person attendees, and was streamed 24/7 to viewers worldwide via Games Done Quick’s Twitch and YouTube channels.

Games new and old were raced through by talented speedrunners, with creative incentives and challenges helping drive donations. Highlights included a Resident Evil 2 Remake run played entirely on a Guitar Hero controller, a 70-person relay race of Super Mario 64, a Mario Kart World free roam challenge, a packed room of French-styled cosplayers during Clair Obscur: Expedition 33, and a point-to-point race between two trucks in American Truck Simulator that elicited roars from the crowd. Every run is archived on the official Games Done Quick YouTube channel.

Since 2010, Games Done Quick has raised more than $59.8 million for charities worldwide, including Doctors Without Borders, Prevent Cancer Foundation, Malala Fund, and Organization for Autism Research.

More Games Done Quick events are on the way. Back to Black, GDQ’s speedrunning event organized by the Black in a Flash community, returns for its second annual showcase February 5-8. Summer Games Done Quick returns to Minneapolis July 5-11 to benefit Doctors Without Borders, and in 2027, Awesome Games Done Quick moves to Atlanta, GA, running January 3-9.

For more information, please visit gamesdonequick.com.

Inside CES 2026: The Stats That Defined This Year’s Biggest Tech Showcase

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CES 2026 highlighted the future of technology, and it certainly teased at the future of gaming in 2026 and beyond. According to stats from the Consumer Technology Association (CTA), the show welcomed over 148,000 attendees, including 6,900 media, and featured over 4,100 exhibitors with 1,200 startups across a sprawling 2.6 million square feet of show space — adding up to be the largest CES show since the pandemic. While the CTA’s wrap-up blog post emphasized some of the show stats and the key topics of AI, mobility, and digital health, the innovations that are shaping every industry are continuing to reshape interactive play. We certainly addressed some of these specific new announcements and updates from CES 2026 ourselves in a recent post.

To no one’s surprise, AI was the dominant theme across CES, and its impact on gaming hardware was unmistakable. Exhibitors showcased AI‑accelerated chips, smarter GPUs, and adaptive systems designed to optimize performance in real time. For PC gamers, this shift signals a new era of AI‑enhanced rendering, procedural content generation, and intelligent system tuning. These features that will soon become standard rather than experimental.

Startups in the Eureka Park pavilion also leaned heavily into gaming‑adjacent tech, from haptics to latency‑reduction tools. With 1,200 startups on the floor, CES 2026 offered a glimpse at the next wave of indie hardware innovation. AI‑powered spatial mapping, lightweight optics, and new interaction models showcased how some aspects of mixed‑reality gaming could evolve in the next year or two.

CES 2026 emphasized how technology is integrating into daily life, and for gamers, that includes the living room. Smarter displays, adaptive lighting, and AI‑driven home automation point toward more responsive gaming environments. As smart home ecosystems grow more predictive, expect setups that automatically optimize for streaming, competitive play, or VR sessions.

“CES is the world’s most powerful proving ground for innovation,” said Gary Shapiro, Executive Chair and CEO, CTA, owner and producer of CES. “CES is more than a showcase; it’s where technology meets community, business, and policy. Global leaders, startups, and policymakers came together to highlight technologies that will define the next decade of economic growth and competitiveness.” 

As CES approaches its 60th anniversary, the innovations revealed this year and the thought leadership shared suggests that the future of gaming will be more intelligent, immersive, and interconnected than ever.

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