Git wasn't designed for 50GB art assets and Unreal Engine projects. Diversion was. Branch, merge, and ship without breaking your build.
Six things your current version control gets wrong. We fixed them.
LFS-based storage optimized for textures, meshes, and audio. Delta syncs that don't choke on 4K assets.
Branch by milestone, feature, or environment. Not by guesswork or tribal convention.
Side-by-side diff for scenes, blueprints, and prefabs. See what changed before it lands in main.
Prevent write conflicts on non-mergeable assets before they start. Locks that work across the whole team.
Native plugins for Unreal Engine, Unity, and Godot. Installed in minutes, not sprints.
Every commit, every asset version, every author — always. Know exactly what changed and who changed it.
No migration consultants. No six-week onboarding. Just ship.
One click from the Unreal or Unity marketplace, or pull it via CLI. Works inside your existing project.
Diversion scans your repo and imports history from Git or Perforce. No data left behind.
Build levels, assets, or mechanics in full isolation. Your designers can branch without pinging an engineer.
Automated conflict detection flags problems before they merge. No more six-hour merge days.
We cut our merge day from six hours to under forty minutes. The asset locking alone was worth switching.
Diversion handles our 200GB Unreal project the way Git handles a 20-line config file. Finally.
Our designers can now branch and revert without pinging an engineer. That alone freed up half my week.