// about diversion

Built by engineers who've debugged a 200 GB P4 depot at 2 AM.

We started Diversion because we lived the problem. Sasha spent 4 years as a build engineer on a 60-person Unreal studio. The night before a publisher demo, a lighting bake from a stale branch shipped to production. 11 hours to diagnose. 6 hours to fix. Zero sleep. The root cause was version control that had no idea what a .uasset was.

We built Diversion to be the version control system we wish had existed that night: one that reads binary assets at block level, that makes locking a first-class action, and that tracks which lighting bake is freshest at merge time.

We're based in Los Angeles, bootstrapped, and building in public with the studios in our early-access program. No enterprise sales team. No Perforce reseller channel. Just the tool.

Sasha Medvedovsky, CEO and Co-Founder of Diversion

Sasha Medvedovsky

CEO & Co-Founder

// origin story

The night that broke Perforce.

By 2024 the studio's main depot had grown to 218 GB. P4 sync took 45 minutes on a clean workspace. Branch deploys for the build farm required manual workspace remapping. And because P4's exclusive checkout was opt-in, two artists would periodically open the same .umap for edit — and whoever submitted second was surprised by a corrupt merge that P4 had no mechanism to detect.

The breaking point was a publisher greenlight demo where a lighting bake rebuild on feature/lighting-pass never made it to main. A stale bake from three weeks earlier shipped. The publisher saw a half-dark city level at 9 PM on a Thursday.

Diversion is the fix: version control that understands what a lighting bake is, where it came from, and whether the one you're about to ship is fresher than the one in main.

The team.

Sasha Medvedovsky

Sasha Medvedovsky

CEO & Co-Founder

Former build engineering lead at a 60-person Unreal studio. Spent 4 years inside P4 depots before deciding to replace them.

Diversion team member, CTO

Marcus Reinholt

CTO & Co-Founder

Distributed systems engineer. Previously built content-addressed storage at scale for a major game platform. Designed Diversion's object store from scratch.

Diversion team member, Head of Engineering

Priya Olvera

Head of Engineering

Shipped the Unreal and Unity integration plugins. Former engine programmer at an indie studio with a 90 GB asset pipeline.

How we build.

Ship real diffs.

Every feature we ship must work on a real 100+ GB Unreal depot before we call it done. No synthetic benchmarks. No "works on our demo project."

No hidden corruption.

Binary asset corruption that goes undetected is worse than a build failure. Diversion fails loudly or succeeds completely. There is no "mostly merged."

Studio-first defaults.

Lock behavior is on by default for binary files. Bake detection runs on every merge. The safe path is the default path — you shouldn't have to configure safety.

Built in Los Angeles. You can call the founders directly.

We talk directly with every studio considering migration. No sales funnel, no SDR call — the engineers who built the depot connect feature take the call.

Get in touch