○ Approximately 900 participants, including game companies, investors, and students, attended the event, and 160 business consultations were held.
 ○ A comprehensive exchange platform connecting industry and talent, including job fairs, FGTs, and global seminars.
Hosted by Gyeonggi Province and organized by the Gyeonggi Content Agency (hereinafter referred to as Gyeongconjin), ‘Gyeonggi Game Connect 2025’ was held successfully in Pangyo from October 30th to 31st with the participation of approximately 900 industry professionals, prospective job seekers/entrepreneurs, and students.

This event, a follow-up support program to the comprehensive game exhibition “PlayXpo,” was designed to strengthen the investment capabilities of small and medium-sized indie game companies in the province and support their overseas expansion. Participants from diverse backgrounds, including game developers, investors, publishers, and students, gathered together to create a platform for exchange that connects industry, talent, and policy.
The two-day event featured a diverse program, including a job fair and consultation session, an FGT (user testing) session, a global seminar, a business consultation session, an indie seminar, and a networking event. The first day featured a job fair and consultation session, a global seminar, and an FGT session for prospective job seekers, entrepreneurs, and the general public. The second day featured industry-focused programs, including business consultation sessions, investment pitches, and networking opportunities.
A total of 909 people participated in this year’s event, and 138 developers, investors, and publishers participated in the business consultation session, conducting approximately 160 consultations. In addition, three contract signing ceremonies were held on-site between companies that had previously achieved success at the Play Expo export consultation session, including Ubis and Indion, further adding to the tangible results.
At the opening ceremony, Gyeonggi Provincial Council member Kim Tae-hyung attended and delivered a congratulatory speech, and at the public-private-academic cooperation indie game meeting held alongside the event, opinions from startups and game education institutions were heard and plans for the development of the game industry were discussed.
This year’s program, which garnered particular attention, was the Global Seminar. ▲Al Yang, Creative Director of ‘Silent Hill f’ ▲Jason Nuyens, who participated in the development of ‘Starfield’ ▲Karl Wang, Head of Minigames at ByteDance, the parent company of ‘TikTok’, participated as speakers and shared their global expansion strategies and game production experiences. ▲Kim Hyeong-seop, Art Director of Control Nine, known for ‘Blood Ra’ ▲Lim Seong-min, Business Director of Nimble Neuron, which is servicing ‘Eternal Return’, also participated as domestic speakers and received enthusiastic responses from the audience.
Programs for young people seeking employment in the gaming industry also proved popular. Major companies like Neowiz, Pearl Abyss, NHN, and 111% held career information sessions and consultations, attracting so much interest that seats were often limited. The FGT (User Testing) program provided students with the opportunity to experience new games from indie developers firsthand, provide feedback, and learn about the practical process of game development.
The business session was a lively gathering, exceeding the number of tables available. The networking event held on the final day of the event, coinciding with the 10th anniversary celebration of the Gyeonggi Global Game Center, expanded into a forum for networking, with approximately 150 industry professionals participating.
Gyeonggi Game Connect CEO Tak Yong-seok said, “Gyeonggi Game Connect is a platform that connects the game industry, talent, and policies, and is an important event that helps small and medium-sized indie game companies make a leap forward,” and added, “We will continue to actively support Gyeonggi Province so that it can establish itself as the center of the domestic game industry.”
