The game dev process is a long and arduous road. Changes might be introduced to the mechanics, the admin part, or practically anywhere, especially, if you develop a GaaS product. These changes need to be tracked. Indeed, you don’t want to simply copy the entire folder of the game project and save it under a different name (like mycoolgame_v02). You will need version management. That’s what game development version control are for.
This guide covers everything game teams need to know about version control - from core definitions and branching strategies to asset management, game localization workflow, and choosing the right tools.
Version control in game development: what it is and why it matters
Version control is the practice of tracking and managing changes to a project’s files over time, so teams can review history, roll back to earlier states, and collaborate without overwriting each other’s work.
In game development, version control covers more than just source code. It includes every file that makes up the game - scripts, shaders, audio, textures, 3D models, UI assets, and localization strings. Because games involve contributions from developers, artists, designers, audio engineers, and localization teams simultaneously, version control is what keeps all of those moving parts from colliding.
Version control systems do this by maintaining a running history of every change made to the project. Each change is recorded as a “commit” - a snapshot of what changed, who changed it, and when. Teams can revisit any point in that history, compare versions, and branch off to work on new features without disrupting the main codebase.
Version control vs source control vs revision control: clearing up the terminology
These three terms are often used interchangeably, but there are subtle distinctions worth understanding.
Source control typically refers to managing source code specifically - the textual files that make up a software program. It is the older, narrower term and is still commonly used in application development contexts.
Version control is the broader term. It encompasses source code but also non-code files like binary assets, configuration files, and content - making it the more accurate term for game development, where the project is far more than just code.
Revision control is another synonym for version control and refers to the same concept: recording successive revisions of files so that any earlier state can be recovered. You will see “revision control” used in older documentation and in tools like Subversion (SVN), which uses the term explicitly.
For the purposes of this guide, all three terms describe the same underlying practice. “Version control” is the most commonly used in modern game development contexts.
Branching in game development: how it works and when to use it
Branching is the practice of creating an isolated copy of your project where changes can be made independently, without affecting the main line of development.
Think of a branch as a fork in the road. The main branch - often called “main” or “trunk” - represents the stable, production-ready state of your game. When a developer wants to build a new feature, fix a bug, or experiment with a mechanic, they create a branch. Work happens in that isolated environment. When it is ready, the branch is merged back into main.
Branching matters for game studios for several reasons:
- Feature isolation. New mechanics can be developed without destabilizing the playable build that QA and stakeholders rely on.
- Bug fixes. A hotfix branch can be created from the production build, patched, and merged back without pulling in half-finished features from the development branch.
- Release management. Studios can maintain a stable release branch and a forward-looking development branch simultaneously.
- Experimentation. A game designer can prototype a radical change to the core loop in a branch. If it fails, the branch is discarded. If it works, it gets merged in.
For live service games in particular, branching is not optional - it is the operational backbone. Studios running seasonal content drops, balance patches, and regional launches in parallel cannot do so safely without a branching strategy.
10 reasons to use version control in game development
Version control solves problems that every game studio will eventually hit, whether they are a two-person indie team or a AAA studio with hundreds of contributors.
1. Code backup that is not a single point of failure
Saving your project to a local hard drive means one hardware failure ends months of work. A remote version control repository is a continuously updated backup - every commit is a recovery point.
2. Collaborative development without overwriting each other’s work
Without version control, two developers editing the same file will inevitably overwrite each other’s changes. Version control systems handle concurrent edits through merge workflows, flagging conflicts so they can be resolved deliberately rather than accidentally.
3. Roll back to any previous state
When a change breaks something critical, version control makes reverting straightforward. Rather than hunting through manually saved folders or trying to remember what changed, a rollback is a single command that restores the exact previous state.
4. Safe experimentation
Branching means any experimental idea - a new physics system, a redesigned UI flow, a different monetization mechanic - can be explored without touching the main build. If the experiment fails, the branch is simply abandoned.
5. Full audit trail
Every commit in the project’s history records what changed, who made the change, and when. This audit trail is invaluable for debugging. When a regression appears, teams can compare versions to pinpoint exactly which commit introduced the problem.
6. Release management across multiple builds
Most studios maintain at least two live versions of the game at any time: a production build for players and a development build for in-progress work. Version control branching strategies make maintaining those parallel tracks manageable.
7. Code comparison and diffing
Version control systems let developers compare any two versions of a file side by side. This “diff” view makes code reviews faster and more precise, and helps teams understand the cumulative scope of changes across a sprint.
8. Managing multiple game versions simultaneously
A game that ships on PC, console, and mobile may need platform-specific branches. A live service game may need regional branches for markets with different content policies. Version control makes running those tracks in parallel tractable.
9. Scaling the team without scaling the chaos
A two-person indie team can get away with informal processes. A 50-person studio cannot. Version control provides the shared structure that lets larger teams move fast without stepping on each other.
10. Continuous content updates for live service games
Live service games ship updates on a recurring cadence - sometimes weekly. That volume of change requires disciplined version control practices: feature branching for new content drops, release branches for each patch, and a clear merge strategy that keeps the live build stable throughout.

Can standard version control handle game assets?
Version controlling game assets is fundamentally different from versioning code, because assets are binary files - and most standard version control systems are optimized for text.
This is one of the most important distinctions for game teams to understand. Source code is text. A change to a script file produces a readable “diff” - the exact lines that were added, removed, or modified. Binary files like textures, audio clips, 3D models, and video cutscenes do not produce readable diffs. When a binary file changes, most version control systems store the entire file again rather than just the delta.
The consequence is straightforward: storing binary assets in a standard Git repository causes the repository size to grow with every commit, slowing down clone times, branching, and CI/CD pipelines - especially for game projects where individual assets can be hundreds of megabytes.
Why are game assets different from code?
| Property | Source code | Game assets (binary) |
|---|---|---|
| File format | Plain text | Binary (non-human-readable) |
| Diff support | Line-by-line comparison | Full file replacement |
| Typical file size | Kilobytes | Megabytes to gigabytes |
| Merge behavior | Automatic merging possible | Conflicts require manual resolution |
| Locking requirement | Rarely needed | Often needed to prevent overwrite |
How do studios version control images and visual assets?
Visual assets - concept art, UI textures, sprite sheets, environment textures, in-game photographs - require a different approach to versioning than code. The two most common solutions are:
Git Large File Storage (Git LFS). Git LFS is an open-source extension that replaces large binary files in a Git repository with lightweight text pointers. The actual binary is stored on a separate LFS server. This keeps the main Git repository lean while still tracking the history of each asset. Git LFS is a good fit for teams already invested in Git who want to extend it to cover moderate volumes of binary assets.
Perforce Helix Core. Perforce is purpose-built for large-scale binary asset management and is widely used in AAA game development. It supports file locking - a critical feature for binary assets, where two artists editing the same texture simultaneously cannot merge their changes the way two developers can merge code. Perforce’s file locking mechanism ensures that only one person can check out an exclusive-lock file at a time, preventing overwrite conflicts.
Unity Version Control (formerly Plastic SCM). For studios using Unity, Unity’s own version control system handles both code and large binary assets natively, with a branching model designed around game development workflows rather than software development ones.
The right choice depends on team size, asset volume, and existing toolchain. Git LFS works well for smaller studios or projects with moderate asset volumes. Perforce or Unity Version Control are more appropriate for larger teams managing gigabytes of frequently changing assets.
Code version control and content version control are not the same thing
Code version control and content version control solve different problems. Git is optimized for tracking changes to source code; a content versioning system like Gridly is optimized for tracking changes to game strings, localization content, and multilingual assets.
This distinction matters because most game studios manage two parallel streams of change during development:
- Code changes - tracked in Git, Perforce, or SVN. Managed by developers. Reviewed in pull requests. Deployed through CI/CD pipelines.
- Content changes - string edits, new dialogue, UI copy updates, localization updates across multiple languages. Managed by localization managers, writers, and translators. These changes do not belong in a code repository - they belong in a content management system with version control built in.
Storing localization files - .po files, .json string files, .csv exports - directly in a Git repository creates a specific set of problems:
- Merge conflicts in string files are painful. When two translators update the same file in different branches, resolving the diff requires understanding both the translation content and the file format - a task that is unreasonable to expect from non-technical contributors.
- Git has no translator UI. Translators work in CAT tools, spreadsheets, and TMS platforms - not in terminal windows and pull requests.
- There is no row-level history. Git tracks file-level changes. If a single string changes in a file with thousands of entries, there is no native way to see which string changed, what it previously said, and who changed it.
Gridly is a localization content management platform that provides version control at the content level. It tracks changes at the individual cell and row level - meaning every edit to a string, in every language, has a full history. Localization branches in Gridly can run in parallel with development branches in Git, so the localization team can work against the next build while the current build is still live - without the two streams of work interfering with each other.
This separation of concerns - code versioning in Git, content versioning in Gridly - is what allows live service game studios to ship localized content updates at the same cadence as their code patches.
Where GitHub falls short in a game localization workflow
GitHub is an excellent tool for versioning game code, but it is not designed to manage the localization layer of a game. Studios that rely on GitHub alone for localization run into bottlenecks that slow down their translators and create avoidable merge conflicts.
Here is how the two layers typically interact in a well-structured studio workflow:
The problem with storing localization files in GitHub
Many studios start by storing their localization files directly in their GitHub repository alongside the code. This feels logical at first - everything is in one place. The problems emerge as the team and the game scale:
- Non-technical contributors cannot use GitHub. Translators and localization managers need a translator-friendly interface. Asking them to work in a code repository, resolve Git conflicts, and understand branching creates unnecessary friction.
- Binary assets and audio files for localization (voiceover, for example) do not belong in Git at all. As covered above, binary versioning in Git is problematic at scale.
- Pull request workflows add latency to localization. If a translator’s changes need to go through a PR review before they are merged, the localization pipeline becomes a bottleneck rather than a parallel workstream.
A practical game localization version control architecture
A more resilient architecture separates the two:
- GitHub (or Perforce) handles the code. Source files, shaders, build scripts, and pipeline configuration live in the developer version control system. This is where developers work, and it is optimized for their workflows.
- Gridly handles the content. Localization strings, in-game text, UI copy, and metadata live in Gridly. Translators work in Gridly’s grid interface. Localization managers track progress, manage branches, and review changes - all without touching the code repository.
- The two systems sync via API. Gridly’s API allows studios to push updated strings from Gridly into the game build at build time, or to pull new source strings from the codebase into Gridly for translation. This integration means localization always tracks the correct version of the game without manual file exports and imports.
This architecture makes GitHub localization a non-issue: GitHub does what it is built for, and Gridly does what it is built for. Neither system is asked to do something it is not designed to handle.
7 questions to help you choose the right version control system for your game studio
Choosing a version control system for a game project is not the same as choosing one for a web application. The criteria are different because the content is different.
1. Can it handle binary files at scale?
Some version control systems are optimized for textual source code and struggle with large binary assets. Before committing to a system, test its performance with the types and sizes of assets your game actually produces. A system that works well for a TypeScript project may grind to a halt on a project with gigabytes of textures and audio.
2. Does it have a usable interface for non-developers?
Artists, audio engineers, localization managers, and writers all need to interact with the project. A CLI-only tool creates a two-tier team where non-developers are permanently dependent on developers to retrieve or submit their work. Look for systems with visual desktop clients or web interfaces that non-technical contributors can use independently.
3. Does it integrate with your engine and pipeline tools?
Your version control system needs to work with your game engine, CI/CD setup, and project management tools. Specific questions to ask:
- Does it integrate with Unreal Engine’s source control panel or Unity’s version control features?
- Can your CI/CD runner (Jenkins, GitHub Actions, TeamCity) pull from this repository?
- Does it connect with your issue tracker (Jira, Linear)?
4. Hosted or on-premise?
A hosted solution (GitHub, GitLab, Helix TeamHub) removes the operational burden of managing your own server infrastructure. An on-premise deployment gives you full control over your data, which matters for studios with strict IP security requirements. Neither is universally better - the right choice depends on your studio’s security posture and operational capacity.
5. Does it support file locking?
File locking is a feature that prevents two contributors from checking out the same binary asset simultaneously. For code, concurrent edits can often be merged automatically. For a binary asset like a texture or audio file, there is no automated merge - whoever commits second overwrites whoever committed first. File locking prevents this class of problem entirely. Git does not support file locking natively; Git LFS, Perforce, and Unity Version Control do.
6. How granular is the access control?
Can you restrict specific contributors to specific directories or files? Can you give read-only access to QA testers without giving them write access to production branches? Access control becomes critical as teams grow and as the consequences of accidental changes in the wrong place become more serious.
7. Does it cover your localization content pipeline?
Code version control covers the game’s logic. It does not cover the game’s content in a way that is accessible to localization teams. For studios shipping in multiple languages, a dedicated content versioning system - one that tracks string-level changes, supports translator workflows, and integrates with your delivery pipeline - is as important as the code repository itself.

Does version control apply to AI workflows in game development?
Yes - and most teams aren’t doing it yet. The same risks that make version control essential for game code apply directly to AI prompts: an untracked change can silently break output quality across hundreds of strings, with no clear way to diagnose when the problem started or roll back to a working state.
As AI-assisted localization becomes a standard part of game development pipelines, prompt management is becoming its own version control problem. A prompt that works well for one content update may produce noticeably different output after a small edit - different tone, inconsistent terminology, unexpected length. Without a record of what changed and when, debugging that regression is guesswork.
Game content updates are frequent, especially in live service titles. Each update may trigger a new AI processing job - pre-translating new strings, generating regional variants, or running quality checks across multiple languages. If the prompt driving those jobs has been edited since the last run, the new output may not be consistent with previously approved translations, even when the source strings are similar.
The practical consequences are familiar to anyone who has managed a large localization dataset:
- Silent regressions. A prompt edit that improves one language pair may quietly degrade another. Without version history, there is no baseline to compare against.
- Unreproducible results. If a job produced good output three weeks ago and worse output today, it matters whether the source content changed, the prompt changed, or both. Without separation, you cannot tell.
- Blocked review workflows. When reviewers flag an issue with AI output, the team needs to know which prompt version generated it. Without that link, fixes get applied to the wrong version.
This is the same problem game developers solve with branching and commit history for code. The solution is the same in principle: immutable snapshots, with changes tracked explicitly rather than overwritten silently.
FAQ
What is version control in game development?
Version control in game development is a system for tracking and managing changes to all files in a game project - including source code, binary assets, and localization content. It allows teams to maintain a full history of changes, roll back to any previous state, work in parallel branches, and collaborate without overwriting each other’s work.
What is the difference between version control and source control in game development?
Source control typically refers to managing source code specifically. Version control is the broader term that covers source code plus all other project files - including binary assets like textures, audio, and 3D models. In game development, version control is the more accurate term because the project includes far more than just code.
What is revision control?
Revision control is a synonym for version control. Both terms refer to the practice of tracking successive revisions of files over time. “Revision control” appears more commonly in older documentation and in tools like Subversion (SVN).
Which version control system is best for game development?
There is no single best system - it depends on your team’s size, workflow, and asset types. Git is best for small-to-medium teams with code-heavy projects and moderate asset volumes. Git LFS extends Git to handle binary assets better. Perforce Helix Core is best for large studios with massive binary asset pipelines. Unity Version Control is best for teams building on Unity who want native engine integration. For localization content, a dedicated platform like Gridly handles string-level version control better than any code repository.
Can Git handle game assets like images, audio, and 3D models?
Standard Git is not well-suited for large binary files because it stores full copies of every version of every file, causing repositories to grow very large very quickly. Git LFS (Large File Storage) addresses this by storing binary files separately and keeping only a pointer in the main repository. For very large asset pipelines, purpose-built tools like Perforce Helix Core are a better fit.
How does branching work for game localization?
In a localization-aware workflow, localization branches mirror development branches. While developers work on the next content patch in a development branch, localization teams work on the corresponding translations in a parallel localization branch. When the code branch is ready to merge, the localization branch merges alongside it. Platforms like Gridly support this workflow natively, allowing localization branches to be created, translated, and merged independently of the code repository.
How do game studios version control localization files and strings?
Studios that store localization files directly in Git typically encounter merge conflicts, poor translator UX, and no row-level history. A more effective approach is to manage localization content in a dedicated platform - Gridly tracks every change to every string in every language, supports branching for parallel localization workstreams, and syncs with the game build via API. This keeps localization out of the code repository while still maintaining full version history.
What is file locking and why does it matter for game development?
File locking is a version control feature that prevents two contributors from editing the same binary file at the same time. Unlike text files, binary files cannot be automatically merged - if two artists modify the same texture and both commit their versions, one will overwrite the other. File locking ensures only one person can check out a binary file for editing at a time, preventing accidental overwrites. It is supported by Git LFS, Perforce, and Unity Version Control, but not by standard Git.
Conclusion
Version control in game development is not a single tool - it is a layered strategy.
Code and engine assets belong in a system built for that job: Git for smaller teams with manageable asset volumes, Perforce or Unity Version Control for larger studios with heavy binary pipelines.
Localization content belongs in a system built for that job: a content management platform with row-level version control, translator-friendly interfaces, and branching support that mirrors the development workflow without requiring translators to touch a code repository.
Gridly is a localization content management platform designed specifically for this layer. It provides built-in version control for multilingual content - branching, merging, full change history at the string level, and API-based sync with the game build pipeline. For studios shipping in multiple languages on a live service cadence, it fills the gap that Git cannot.
Start a free trial or schedule a demo to see how Gridly’s content versioning fits into your game development workflow.