Home MiscellaneousDrops of Games Unveils Summary of GDC and Pocket Gamer Connects in San Francisco, California

Drops of Games Unveils Summary of GDC and Pocket Gamer Connects in San Francisco, California

by Sophie Laurent

Key Takeaways

Created with AI - we're still experimenting, so apologies if it misses the mark

  • Attendee concerns about AI job displacement were overshadowed by high levels of engagement at GDC 2026, despite a significant drop in attendance.
  • Business transactions are reportedly being conducted outside the main conference, potentially due to ticket costs or a shift away from traditional B2B events.
  • AI is becoming less novel and more standard in game creation, with platforms like Meta and Roblox democratizing game development.
  • Brazilian developers showcased notable independent projects at GDC 2026, while the future of gaming may involve a decline of physical media and platform exclusivity.

Recommended products

This page contains affiliate links. As an Amazon Associate, we earn a commission from purchases made through these links.

The Game Developers Conference (GDC) 2026 experienced a significant drop in attendance, with numbers falling to 20,000 from an expected 30,000. However, the event maintained a high level of engagement and activity, despite concerns about AI and potential job displacement. The prevailing sentiment suggested that business was being conducted outside the main conference, possibly due to ticket costs or a shift away from traditional B2B events. Some attendees speculated that such closed events primarily serve organizers’ profits and could be replaced by online meetings among key industry figures. Reflecting trends seen at other major Brazilian gaming events, GDC emphasized community and collaboration. According to attendees, 9 out of 10 developers utilize the conference, with 97% believing it is significantly changing the industry. Discussions centered not on whether change will occur, but on how it will unfold.

Fresh graduates are finding it harder to secure positions in major hubs, as these roles increasingly relocate to regions like Latin America, Eastern Europe, and Southeast Asia. With the proliferation of games, distribution is a key topic, highlighting the growing importance of media and public relations. Selling games has always been a priority for studios, but with AI accelerating development, the focus is shifting toward creating comprehensive global experiences. Portugal was represented at GDC by Acoriana Redcatpig and Madeirense Onewayeleven, participating in Egameslab with European funding. Official confirmation of their involvement is pending. Italy, Spain, Costa Rica, and various industry clusters also showcased their games, applications, and trading platforms. Beyond the main conference, registered attendees could participate in cinema and music events. Don Daglow received a Lifetime Achievement award, while Rebecca Heineman was honored posthumously. Heineman had planned to visit Brazil in 2025 and expressed intentions to return the following year, but was unable to before her passing. The conference offered a wide range of lectures, concerts, and screenings of games and animations.

Shawn Layden hosted the 2026 Independent Games Awards, where the Lifetime Achievement Award recipients were recognized. An official photo album and video captured the highlights of GDC 2026. At Pocket Gamer Connects (PGC) 2026, the atmosphere was both relaxed and professional. The event showcased a compelling mix of indie (Triple I) and AAA projects, some of which will be previewed soon. Steel Media, a British company focused on the global mobile gaming market, has the potential to significantly impact the Brazilian market. Despite challenges facing the broader gaming industry, the mobile sector appears stable. Conversations with Steel Media’s CEO touched on these dynamics.

A key concern voiced at PGC was the revenue cut taken by app stores like Google and Apple, which averages 30%. Publishers then take an additional 20%, leaving developers with less than half of the generated revenue. This financial pressure is driving developers to explore smaller platforms or launch independent ventures. Visibility also presents a challenge; while a game on Steam can attract thousands of views and wish lists, replicating that reach without a large existing user base is difficult. Additionally, the use of AI in PC and console games is raising concerns about potentially negative effects, whereas its use in accelerating mobile projects is generally viewed positively. Nvidia’s release of DLSS 5 sparked debate. Some criticized the modifications to original game assets, while others praised the enhanced graphics and performance for older titles. The overall impact remains a topic of discussion. Both GDC and PGC placed significant emphasis on user-generated content and AI, particularly its application in world-building, scenario design, puzzles, textures, and character creation. Some exhibitors presented cloud-based AI servers and rapid game delivery networks.

Players are now creating custom Fortnite experiences on Roblox using the Unreal Editor. These platforms provide users with tools to build and design, effectively democratizing game development. This trend raises the question of whether the next major hits will emerge from these individual creators, following the model of games like Dota 2 and League of Legends, which began as mods. Additionally, successes like BalaTro and Flappy Bird demonstrate the potential for breakout hits from unexpected sources. One indie developer reported using AI to produce multiple games per month, generating hundreds of thousands in revenue. During GDC, Google’s “Real Google, Real AI” campaign was met with skepticism, with some finding the messaging unclear. At both GDC and PGC, executives suggested that AI is becoming less of a novelty and more of a standard tool for game creation. Meta is developing an interactive AI database for generating simulations from simple commands, and Roblox is implementing AI for player environments. Numerous cloud-based AI servers were demonstrated, designed to expedite game delivery. A Linux server running Doom without emulation was also showcased. Metaverse and blockchain technologies received less attention, possibly indicating a decline in their perceived relevance, similar to that of 3D televisions.

The emergence of new business models raises questions about classifying user-generated content on platforms that offer in-game currency or store credit as compensation. It remains unclear how to categorize this activity as commercial labor without negatively impacting either the platform or the user, while also protecting copyrights and worker rights. Few details are available about Xbox’s Project Helix (or Magnus). At GDC, Xbox maintained two booths: one was a cafe offering refreshments and demo stations featuring Xbox Series X/S and Ally devices. The other showcased special edition consoles and the Asus Rog Ally Xbox portable. Discussions with Xbox executives at a private Idxbox event yielded no information that could be disclosed. The Game Developers Conference and Pocket Gamer Connects provided a broad view of the current state of the industry. Following these events, visits were made to Electronic Arts (EA) in San Francisco and Hyperkin’s headquarters in Los Angeles to gain further insights. The visit to Electronic Arts was a significant experience. Greg Roensch, a former musician and composer for EA, currently curates the EA Museum and has created a documentary about the company’s history.

Hyperkin, a US-China joint venture based in Los Angeles, specializes in retro accessories and consoles. Their new Xbox controllers with Hall Effect analogs and retro consoles for various systems were on display. The Retron3, which supports original controllers and accessories from NES, SNES, and Mega Drive (including Master System and Game Gear) via hardware, allows users to connect to a TV via RCA/AV or HDMI for a retro gaming setup. The company’s product line, including the Supaboy portable Super Nintendo, is available on Amazon and its official website. Hyperkin is also preparing to launch the Mega 95, a portable Mega Drive/Genesis console with a dock, long battery life, and support for Everdrive and original Mega Drive/Genesis controllers. Despite a 33% decrease in attendance, the 2026 Game Developers Conference maintained its quality with approximately 20,000 attendees. Discussions revolved around the role of AI in gaming and its transformative effects on developers. New graduates faced challenges in finding jobs in major cities due to the relocation of opportunities. Brazilian developers showcased notable independent projects.

Project Helix was explored, hinting at a next-generation Xbox console supporting both Xbox and PC games, incorporating AI and frame generation technologies such as Nvidia DLSS and AMD FSR. However, reports suggest that Sony may be reconsidering or postponing its PC game releases to prioritize exclusive hardware for its next consoles. Firmware updates promising improved performance were announced, but details on the actual performance gains were scarce. Microsoft aims to revitalize the Xbox brand, returning to its initial vision. After transitioning from the original Xbox (compared to the multimedia-focused 3DO) to the Xbox One, which was criticized as a media player that also ran games, Microsoft now intends to integrate gaming and PC experiences in the living room. The concept of a PC with an Xbox logo in entertainment centers, capable of running Xbox games (including exclusives) and compatible with physical and digital libraries from previous Xbox generations, is being considered. Shared hardware with Windows would enable access to both Xbox and PC games and applications on a single device, potentially integrating platforms like Steam and Epic seamlessly.

Expanded Xbox Play Anywhere Crosses Borders for Windows 11 Devices in April

Xbox Modes will be available for all Windows 11 devices starting in April, with mixed initial reactions. Xbox Play Anywhere has expanded to over 1500 titles, allowing users to purchase a game and play it on either Xbox or PC without restrictions. The future of gaming may involve the decline of physical media and platform exclusivity.

In Case You Missed It

In the gaming world this week, Marcus Thompson has been keeping us on our toes with two insightful pieces on Players For Life. First, he addressed concerns about Lara Croft’s future amidst layoffs at Crystal Dynamics in “Developer of Tomb Raider, Crystal Dynamics Announces More Layoffs” Developer of Tomb Raider, Crystal Dynamics Announces More Layoffs. This article delves into the context and implications of these restructuring measures affecting 20 employees, offering a compelling behind-the-scenes look at one of gaming’s most iconic studios. Then, Thompson reassured fans in “New Tomb Raider Games Not at Risk” New Tomb Raider Games Not at Risk by exploring how these structural changes are shaping up for upcoming Tomb Raider projects without disrupting current productions like Catalyst and Legacy of Atlantis. Meanwhile, Carlos Mendoza has been capturing our imagination with his captivating exploration of SpaceMolt in “The Game Where You’re the Trainer and Your AI Plays For You 24 Hours a Day” The Game Where You’re the Trainer and Your AI Plays for You 24 Hours a Day. Published on March 25, this fascinating article transports us to an MMORPG where AI agents autonomously explore, trade, and even form their own religions – all without direct human intervention!

Drops of Games Unveils Summary of GDC and Pocket Gamer Connects in San Francisco, California image 28 6

Have any thoughts?

Share your reaction or leave a quick response — we’d love to hear what you think!

You may also like