Technical writing from the Diversion team on workflows, tooling, and studio war stories.
Git wasn't built for game studios. Here's why that matters and what a purpose-built tool actually looks like.
Read More →Git LFS helps. But it doesn't solve the core problem. This is what studios actually run into at scale.
Read More →When artists, designers, and programmers all live in the same repo, branching strategy isn't optional — it's survival.
Read More →Both tools have real strengths. Both have real failure modes specific to game development. Here's the actual comparison.
Read More →Unity scene files are YAML, and YAML merge conflicts are miserable. Here's how to approach them systematically.
Read More →Running automated builds for a game is not like running them for a web app. Here's what actually holds up under studio conditions.
Read More →Pessimistic locking gets a bad reputation. For certain asset types, it's the only answer that works.
Read More →Monorepos make sense for game studios in a lot of ways. Here's what breaks when you actually try it, and how to fix it.
Read More →Unreal's source control integrations have quirks. This covers the real setup decisions, not the documentation version.
Read More →You don't need enterprise tooling to not lose your work. Here's what a two-person studio actually needs.
Read More →The case for one repo — and the discipline required to make it work when your assets weigh more than your codebase.
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