The Game Developers Conference (GDC) 2025 proved to be an insightful and transformative event for Odders Lab, and Jaime Pichardo, our Chief Strategy Officer was right in the middle of it all. As always, it was an incredible opportunity to meet with some of the best minds in the industry, sharing perspectives on where VR gaming is headed in a time of rapid change.
The Industry Is Shifting, and So Are Developers
One of the biggest takeaways from this year’s GDC was the evolving landscape of both the audience and the development approach. The way games are made is shifting, with developers adapting to new trends, economic realities, and player expectations. The industry is undergoing a noticeable transformation, with leaner teams working at a faster pace. Time-to-fun is becoming a higher priority than polish, and big budgets are no longer the sole determinant of success.
JP Minetos shared some incredibly valuable insights on the swings of the industry and how developers can prepare for what’s next. His take on adaptation, agility, and player engagement stood out as key factors for success in this changing environment.
Budget Realities and New Opportunities
The overall vibe at GDC 2025 was markedly different from previous years. It was clear that the industry is facing a downtrend, and budgets across the board have been affected. While this shift is creating challenges for many studios, it is also opening doors for those who can pivot quickly. In this environment, teams that can iterate rapidly and engage players effectively will be the ones to thrive.
Experimentation has become crucial, and the competition for player attention has never been fiercer—or more expensive. Studios that can capture engagement with unique and compelling experiences will have a significant advantage in this evolving market.
VR Growth and the Rise of Younger Players
One of the key highlights of the conference was Chris Pruett, Meta’s Director of Games, shedding light on the continued growth of virtual reality. “The number of people who own and are actively using a headset is larger than it has ever been,” Pruett stated during his talk at GDC.
With the launch of Quest 3S, there’s been a surge of teenage and young adult (13-24) users on the platform. This demographic has proven to be the most active user base, showing strong engagement with VR gaming. Pruett noted that these players seek experiences similar to the ones they already enjoy on other platforms, favoring free-to-play social games like Gorilla Tag and humorous paid experiences like I Am Cat.
As the most active user-base it is important to take this audience in consideration when developing VR now, and Odders has been preparing for this…. can’t say more just yet!
The Best Part? The Parties
GDC wouldn’t be complete without its legendary social scene, and LIV once again delivered some of the most fun and memorable parties. In a year marked by change, these gatherings provided a much-needed space for developers, publishers, and industry leaders to connect, exchange ideas, and blow off some steam.
Final Thoughts
GDC 2025 underscored a fundamental truth: the XR gaming industry is in flux, and success depends on the ability to adapt. While challenges lie ahead, those who embrace experimentation, lean development, and player engagement will emerge stronger. The market is evolving, but for those willing to pivot and seize new opportunities, the future is bright.